You are on page 1of 306

141.157.188.

166
August Hahn

CONTENTS
Editor
Adrian Bott
Contents
Development and Layout
Richard Neale
Introduction 2
Additional Text
Alejandro Melchor
Character Background 7
Cover Art
Scott Clark
Classes & Vocations 28
Interior Illustrations
Eric Bergeron, Jim Brady, Stephen Cook, Anthea Skills 68
Dilly, Kythera, John McSweeny, Pete Slough,
Ronald Smith, Sami Walu & Leo Winstead Feats & Traits 104
Studio Manager
Ian Barstow Equipment & Wealth 132
Production Manager
Alexander Fennell A World Of Adventure 166
Playtesting
Mark Gedak, Kent Little, Murry Perry, Patrick The Power of Steam 223
A. Kossmann, Tammy Gedak, Mark Howe,
Mark Sizer, Daniel Scothorne, Mark Billanie,
Micheal Young, Alan Moore, Daniel Haslam,
The Occult 263
Jamie Godfrey, James Sparling, Shannon
Sparling, Shannon Sparling, Jimi Braun, Jason Index 301
Thornton, Bill 'Urklore' Schwartz
Proofreading License 304
Richard Ford, Ian Finch, Fred Herman, Sarah
Quennell & Lucya Szachnowski

OGL Steampunk is ©2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of
this work by any means without the written permission of the publisher is expressly forbidden. OGL Steampunk is
presented under the Open Game License. See page 304 for the text of this licence. With the exception of boxed story
text and character names, character creation rules detailing the mechanics of assigning dice roll results to attributes and
the character advancement rules detailing the effects of applying experience, all text within OGL Steampunk is declared
as open content. Printed in Canada.

1
141.157.188.166
introduction
i magine a world where computers were developed
a century before their time, powered by levers
and steam engines instead of microprocessors
or even light bulbs; a world where the zeppelin never
period never occurred. What kind of world may have
evolved from networked computing based on clicking
machines and mechanical modems? Such are the kinds of
questions that you can answer in Steampunk.
went out of fashion as new technology made it safer
and faster; where brave men and women explored a yet
introduction

Technology in a Steampunk setting is either stylish and


undiscovered world to find the wondrous ruins of lost elegant or incredibly clunky, using basic mechanisms
civilisations or entrances to entirely new worlds; where and primitive wiring to achieve the levels of performance
the mysterious age of magic is slowly fading away to usher for which modern technology would need far less space,
in an age of jaded, even cynical reason. This is the world with a wildly different appearance to boot. Brass tubes,
of Steampunk, a shadowy subgenre of fantasy and science wooden handles and incandescent lamps (also known as
fiction that is more devoted to marrying the possible with ‘light bulbs’) replace fibre optics, touch screens and LEDs
the improbable than to exploring the future or exploring as the materials of choice for machinery. Steam-powered
fantastic themes. Steampunk investigates a fantasy past cars roam the streets while monstrous airships crawl
that might have been, had some things happened a little through the skies. All the while, the people lost through
differently. the cracks in the ‘modern world’ scratch out a living in the
shadows of a concrete nightmare.
The Age That Never Was
The Fantastic and the Occult
(And Should Have Been) Another common element of many Steampunk stories
Steampunk as a genre grew from revisiting the old scientific is the presence of magic and the supernatural. In the
romance novels, such as the likes of 20,000 Leagues Under backdrop of scientific progress, magic begins to enjoy
the Sea, The Time Machine and The Lost World, which a renaissance, with mediums and magicians practicing
took the spirit of progress, exploration and exploitation a dying art while humanoids wrestle with their own
prevalent during the 19th Century and translated it inventions in the wild. Secret societies organise rituals to
into stories of speculation, wonder and excitement. As contact occult powers from beyond time and the stronger
literature that explored the future as moulded by progress, communication with distant lands opens the way for
the scientific romance is the great-grandfather of modern an influx of exotic cultural imports, including grossly
science fiction. At its core, Steampunk is a look back at misunderstood traditions and beliefs.
those times through the eye of imagination.
Magic and the occult are so prevalent that they mingle
Steampunk either takes a typical world of the fantasy with science, with the most prominent example being
genre and changes it by adding the darker elements of the mind’s psychic potential. Magic is a palpable reality
science and invention, or investigates alternate worlds that the heroes of the day must discover and contend
where technology took a different turn than it has in with. Cultists seek to awaken the power of ancient races,
ours. The subgenre of Steampunk fantasy adds its own alchemists use arcane formulae to power their infernal
ingredients of magic and mythical elements to such a devices and creatures of legend walk alongside the human
world. In essence, Steampunk is about playing in an age occupants of major cities, either adopting the science of
that was not, but could have been. the day or enslaved because of it.

Retrotech The Great Malaise


Steampunk stories are dominated by strange technology Above all, the feeling that dominates Steampunk is a
and weird science. While hard science-fiction bases its sense of despair, a certainty that while any challenge can
principles on proven or theoretical science in our time such doubtless be defeated through ingenuity, this will always
as quantum physics and the advances in biotechnology, be achieved at a terrible cost. The scientific worldview saw
Steampunk takes a look backwards at the early advances Nature more as an enemy to be conquered than as an ally;
in scientific and technological inspiration. in the worlds of Steampunk, this is precisely what it has
done. There was a pervading sense of adventure, in which
In the Victorian epoch, phenomena like electricity are the world offered untold opportunities for discovery and
beginning to be fully understood, steam and mechanics exploration; in the aftermath, the great challenges have
move most of the age’s machinery and telecommunications come and gone. Following a period of relative stability, the
are being born in the form of the telegraph. One can look dominant people of the fantasy world had a chance to look
even further back; consider that if early inventors had around and see what surrounded them. They reached out
received sufficient funding, the first computer could have their grasp to chart what had remained unexplored until,
been created in feudal times, especially if a Dark Ages
2
141.157.188.166
assuming that they had discovered everything, they turned
their backs on the rest of the world. In the face of infinite
Empire and Expansion
Just as the Industrial Revolution is one of the main
possibility, cities are becoming increasingly cut off.
backdrops of Steampunk, imperialism is another
fundamental tenet of the old scientific romances. People
However, the tangible world is not the only one where
the sylvan expanses of the fantasy Steampunk world
Steampunk has spread its dark influence. Interest in
with elves who refuse to give up their ancestral homes
magic and the supernatural has become rampant, trying to
and wield magic powers beyond humans’ ken alongside
fill the remaining darkness that science cannot completely
mountain dwarves who compete with humans for the
illuminate. At the same time, the power of science is

introduction
mining of resources; there you have all the makings of a
swiftly crushing the life from magic by making many of
dark epic about expansion and imperialism set amid toxic
the latter’s wonders easier to replicate for the ‘common
clouds of steam, smoke and burning blood.
man’. Why would an orc shaman waste years of its short
life learning to cast a magical missile spell when it could
What Empire provides is a platform for stories, a ‘safe’
just carry a rune cannon?
place from which characters can jump into the unknown.
Danger does lurk even inside the Empire, but the
Lastly, exploration and discovery brings the people of
institution itself is what is important. If danger is outside,
Steampunk into conflict with other cultures. The most
the Empire provides the comforting existence of King
common response when facing a weaker, apparently
and Country. If the danger exists within, then Empire
uncivilised people is, after all, to conquer them and expand
is what must be preserved against the forces of internal
the empire. In their hunger to learn about new things, the
chaos that threaten to tear it apart. When the tables are
people of a Steampunk world incorporate, misinterpret
turned and the characters are not citizens of the Empire, it
and import wholesale aspects of foreign cultures, mostly
then becomes the monolithic enemy, the oppressor whose
in the realms of art and culture, as foreign sciences are seen
ravenous advances must be stopped or at least curbed, if
as somewhat inferior if they do not offer clear advantages
the characters want to preserve their way of life.
and improvements over the disciplines already mastered.
In this way, even in the wake of amazing new sciences
The notion of Empire is tied with a drive for expansion
and inventions, the old stresses of elf versus man, man
and colonisation, whether the ‘colonies’ are in the jungles
versus orc, and all versus the monsters of the night are not
of some primitive nation, the canals of a distant world
just perpetuated. They are heightened by science to an
in another dimension, or the lost valleys of the forsaken
apocalyptic degree.
elves. While not impacting directly on the doings of the
characters most of the time, imperial expansionism will
Progress and its Flipside create many situations that do. Angry natives whose land
Advances in investigation as well as invention bring Empire encroaches upon will not react well to members of
forth a great number of tools and theories that optimise the Empire, whatever their intentions.
industry and society. Industrialists recite the word

What is a Roleplaying Game?


‘progress’ as a religious mantra and it is in the name of
progress that Steampunk’s most wonderful inventions
emerge from their creators’ labs. The problem is that so- In general terms, it is a game where you and a group of
called ‘progress’ often has quite unsavoury consequences. players build a story together. Specifically, you assume the
Very little is shiny brass and polished wood in the world role of a character, while one of the players (which could
of OGL Steampunk; steeped in the advances of a medieval be you as well) becomes the Games Master, the person
Industrial Revolution, this technological progress has also in charge of running the narrative by playing all the
given rise to abuse and exploitation. secondary characters and steering the game’s story along.

Industrial machinery is hungry for labour and resources In OGL Steampunk, each player creates a character
and social progress has lagged painfully behind following the outlines in the following chapters and the
technological advances. This clash between moral and Games Master prepares a story in which the characters will
economic principle is one with which all citizens of a be the protagonists. Either as a group effort or by trusting
Steampunk world will constantly be confronted. A the Games Master’s imagination, you design a setting in
Steampunk story can be about the struggle to resist the which the stories will take place, whether it is the darkest
iron fangs of industry just as it can be about exploration, Steampunk era imaginable with weird scientific advances
replacing wonder with despair, liberation with oppression, and constantly raging war, or a parallel world similar to
undiscovered virgin land with claustrophobic corridors. Earth with similar developments. This book will give
This dark contrast is also part of the genre and it you all the pieces of the puzzle you need to craft your
usually provides the ‘punk’ factor to the ‘steam’ element. own Steampunk adventures and tell you how to mix and
Steampunk is more often about man against the machine match them.
than man and machine in harmony.

3
141.157.188.166
What You Need to Play The type of task determines the Modifiers and the
A roleplaying game is not like any board game. For one Difficulty Class. If the result of the d20 roll plus the
thing, there is no board! It is played entirely in your Modifiers equals or exceeds the Difficulty Class, the test
imagination. However, there are some things you need in is successful. Any other result is a failure. Other than in
order to start playing. combat situations, a ‘natural 20’ on the die roll is not an
automatic success and a ‘natural 1’ on the die roll is not
 A copy of this book. The OGL Steampunk book an automatic failure. See the chapter titled A World of
contains all the rules and information you need Adventure for more details on automatic hits and misses.
to play. You may want to have extra copies for all
introduction

players but this is not strictly necessary. You may also need to roll other kinds of dice as described
 One copy of the character sheet for each player. in the rules. The game uses the following notations to
See the back of the book for this. On the character determine the type and number of dice you need to roll
sheet, you write down all the information that for any given result:
defines the character, such as his abilities, skills,
equipment and other special features like magic  d4 = four-sided die
and mechanical companions, if the setting allows  d6 = six-sided die
them. You will find the character sheet at the end  d8 = eight-sided die
of this book and you can make as many copies as  d10 = ten-sided die
you need.  d12 = twelve-sided die
 Dice. The main tool of a roleplaying game,  d20 = twenty-sided die
you need at least one set of dice which includes  d% = percentile dice
a four-sided die (d4), a six-sided die (d6), an
eight-sided die (d8), a ten-sided die (d10), a When there is a number before the ‘d’, it means that you
seldom-used twelve-sided die (d12) and the must roll that number of dice of that type and add the
very important twenty-sided die (d20). Each results together, so 2d4 means you roll two four-sided dice,
player may want to have his own dice set, so that while 5d6 means that you roll five six-sided dice. When
curses and maledictions due to bad luck are more the die designation is followed by a plus or minus (+ or
personalised. -) sign and a number, it means that you add or subtract
that amount from the final die result. In this case, 3d8-4
As an option, you can use figures to represent the means that you roll three eight-sided dice, adding together
characters, so that you know where everyone is during a each die’s result and then subtract four.
combat scene. Likewise, the tactically minded may want
a ‘battlemat’ or a flat grid to measure the movement of Multipliers
characters and vehicles. Music is likewise recommended Certain modifications to dice rolls exist within the rules
for setting the mood and if you expect your game to last that multiply the result instead of adding a set number or
for more than a couple of hours, food and drinks are also an addition die or dice to a roll. These are listed as ‘x2’
good to have around. or some other multiplication value. Multipliers apply to
every numeric modifier and to the basic dice involved in
the roll but not to additional dice added as a modifier to
Basic Rules the roll.
The core of a roleplaying game is the way that characters
perform tasks like climbing a rope, building a clockwork
For example, if Heshia has an runic ring of iron-biting
automaton, piloting an airship through a storm, reading
fitted on her ornithopter’s cannon (3d6 damage) which
the future with a psychic power, shooting a rune rifle
doubles projectile weapon damage against metallic armour
at a rampaging centaur, avoiding a falling boulder,
types, plus a special shell type that adds 2d6 explosive
chanting the words of a magic ritual accurately or fighting
damage to every shot, then a single attack against an
with a sword. The rules of OGL Steampunk assume a
ironclad ship would do the weapon’s usual 3d6 damage
standardised system for determining the success or failure
multiplied by 2 plus the 2d6 explosive damage, for a grand
of any given task. That core mechanic is:
total of 6d6 ballistic damage plus 2d6 explosive damage.
d20 + Modifiers vs. Target Number, usually referred to as
Multipliers can stack but regardless of their values, they
Difficulty Class or DC
always stack in a specific way. When a check or value
has two or more multipliers, the highest value multiplier
The game uses a simple task resolution method in which
is kept and every additional multiplier increases the first
you roll a d20 (a twenty-sided die) to see if the character
one’s value by 1. For example, if Gearbolt the automaton
succeeds at any sort of task. When used for resolving tasks
were to score a critical hit with his voltaic claws (a
besides attack rolls and saving throws, this test is referred
1d4 +1d8 electrical attack, doubled by the critical hit)
to as a ‘check’ and this title is thus applied to skill checks,
on a person armoured with a jacket that has a special
ability checks and caster checks, on which there will be
vulnerability that multiplied all electrical damage by x3,
more information later.
4
141.157.188.166
any successful attack would inflict 4 times (x3 modified Experience (and experience points, XP): A measure
to x4 by the additional x2 critical modifier) the normal of what a character has learned in the course of his
damage, not 5 times. adventures and how much stronger in his ways he has
grown. Characters gain experience points by defeating
OGL Steampunk’s Game challenges, adding the points together to make a running
total. When this total reaches a specific number, they gain
Concepts a new level.
The following is a list of the most common basic concepts
used throughout this book. You will find the full Feat: A special ability or quality that a character gains by

introduction
explanation in the proper chapters and may reference this virtue of his birth, talent, training or other circumstance.
list for quick clarification. A character gains feats at character creation and at every
three character levels. The various character classes grant
Ability: A quality that describes the innate talent of a additional bonus feats to characters who belong to them.
character. The six abilities are Strength (Str), Dexterity
(Dex), Constitution (Con), Intelligence (Int), Wisdom Games Master: The player in charge of running the game,
(Wis) and Charisma (Cha). controlling Non-Player Characters, resolving disputes and
adjudicating results.
Amazing (Machine): A piece of machinery created
through revolutionary science and technology. Types of Level: A measure of advancement or power relative to
amazing machines are automata, equipment, personal other similar areas in the game. A character reaches or
weapons, structures, vehicles and vehicle mounted gains class and character levels as he gains experience.
artillery weapons.
Modifier: A value that adds or subtracts a number to and
Bonus: A positive modifier. from a die roll. Modifiers of the same kind or which have
the same descriptors do not stack together; that is to say,
Check: A die roll intended to resolve whether a character the highest such modifier is used instead of adding them
succeeds or fails at a given task. Ability checks roll a d20 together. See Stacking, below.
and add an ability modifier, while skill checks roll a d20
and add the appropriate skill bonus. Non-Player Character: A character created and controlled
by the Games Master, as opposed to a Player Character.
Challenge Rating (CR): The measure of how difficult it
is to defeat a particular encounter. The higher the CR, the Penalty: A negative modifier.
harder it is to overcome the encounter but the richer the
rewards will be, should you be victorious. Player Character: A character created and controlled by
one of the players.
Class (character class): An archetype a character follows
that describes his general aptitudes and abilities. The seven Racial Trait: A special kind of class feature, the racial
archetypal character classes in OGL Steampunk are the trait is an ability or power that a character chooses from
adventurer, the investigator, the genius, the journeyman, a list determined by his race. He makes these choices at
the occultist, the scoundrel and the noble. the class levels that indicate that he can choose either a
vocation talent or a racial trait.
Class Feature/Class Ability: A special ability or power
that a character gains when he reaches a particular level in Race (character race): A character’s race does not
a character class. represent ethnicity but rather a wholesale species. In
mundane Steampunk games, the only character race
Descriptor: A label that defines a particular subset of available is human. In more exotic settings, a character
a power, a creature, a type of damage or other general may be a hybrid, that is, a crossbreed of animal and
concepts. Descriptors are used to determine how certain human; a construct, or sentient mechanical creature; a
abilities affect each other. revenant, such as a vampire or ghost; or even a member of
the faerie race, such as an elf or dwarf.
Difficulty Class (DC): The target number that a d20
roll, along with the appropriate modifiers, must equal or Saving Throw (save): A special d20 roll made to avoid
exceed for a task to be considered successful. in full or in part some sort of damage or harm. The three
different saving throws are Reflex, Fortitude and Will.
Encounter: A particular challenge that characters meet
and must overcome. Encounters can be combat, action Skill: An area of expertise, in which a character has devoted
or social in nature and most of them award experience time to learn or train, which he continues to improve with
points. practice. A character gains skill points during character
creation and every time he gains a level. These points can

5
141.157.188.166
There it was again. The grinding sound of metal on metal came from close by. They could not see it, but the
orc was still out there.

‘Damn it, don’t they ever get tired?’ Everyone in the tunnel was thinking the same thing but it was Heshia
that gave harsh voice to their frustration. She had a hard time holding her tongue on a good day, and this was
definitely not a good day. ‘I thought even orcs had to sleep sometime.’
introduction

Jerrek looked at the faces of his companions and knew what they were all thinking now. The thing stomping
around outside was exactly what they were here to stop. The City Fathers had hoped to transport them here
before the orcs had completed their first prototype but they had failed. So much for the elves and their vaulted
‘ripple gates’. Science in harmony with the land, his ass, he thought. All the magic had done was to save them
all shoe leather. Either the gate had still lost them time or the orcs were much further ahead of schedule than
the City Fathers had believed. Either way…

‘Quiet!’ hissed Knife, the team’s scout. He was so far back behind the group that even Jerrek’s goggles could only
barely make him out in this gloom. ‘I thought I heard something. Hang on.’

Knife moved just out of visual range, checking out the bend in the sewage tunnel behind them. This was a
tight, murky corridor with the stench of its previous purpose still lingering strong in the air. When the orcs took
Helmhold seven years ago, they did so much damage with their sky-bombs that the undercity collapsed and
took most of the sewers with it. That meant these tunnels were unused, giving Jerrek and his team a way in that
would not be seen by the orcs’ sentinels.

He chanced one more peek out of the small culvert leading into the broken street above. All he could see was
the rusted iron surface of a massive metal foot inches away from his face. It had three large toes and a wicked
back spike for balance. The huge joints on the toes gave it the almost elegant appearance of a metal bird’s
talons but Jerrek was willing to bet the rest of the monstrosity was anything but graceful. As Jerrek watched,
holding his breath, he saw the thing begin to move away slowly. Each step shook the ground around him. The
juggernaut moved off at an angle that kept him from seeing it in any more detail. No matter, he did not need it.
His own metal arm was testament enough to what those things could do.

There was a sound of sudden, hurried movement.

As one, the group below all turned to watch Knife as he returned from the tunnels, but soon realised it was not
Knife that they could hear approaching. It was a single set of footfalls echoed dozens of times. By the time they
recognised the noise for what it was, the jag-jawed things were around the corner and on top of them.

‘Ironrats!’ shouted Heshia as she hefted her rune guns towards the vicious shapes emerging out of the shadows.

‘No firing! If that thing outside hears us, we are worg-meat!’ Jerrek pulled back his axe and swung a massive arc
through the mutated rats. From the blood and gore dripping off their metal fangs, he took a grim guess at what
must have happened to Knife. Damn. ‘Looks like the orcs didn’t forget about the sewers after all.’

be used to buy skill ranks, which are the measure of his are circumstance modifiers, representing the influence of
experience in that skill. The total skill bonus equals the outside factors, and dodge modifiers.
number of ranks plus the key ability modifier.
Talent (vocation talent): A special kind of class feature,
Stacking: Stacking is the addition together of two or the vocation talent is an ability or power that a character
more modifiers of the same kind. Most modifiers do not chooses from a list depending on the vocations available
stack. Instead, the largest modifier of the given kind is for his class.
applied. For example, if you have a +2 morale bonus to a
skill check from one source and a +1 morale bonus to the Vocation: A specific calling a character can follow within
same check from another source, then you only have a +2 his class. A vocation determines a character’s specific
morale bonus to the check, not a +3 morale bonus. The abilities within the general description of his class.
only modifiers that do stack under normal circumstances

6
141.157.188.166
character
background
Abilities
c haracters in OGL Steampunk have a number
of characteristics that set them apart from each Every character in an OGL Steampunk game has six

BACKGROUNDS
other, even if they practice the same profession. basic abilities. Each one represents some aspect of that
This ranges from how strong they are or how smart character’s mental or physical prowess. Some types
they can be, to which race they belong to and some of creature may possess a non-ability, such as undead
other features granted by their upbringing and personal monsters and cogs not truly possessing a Constitution
past. This chapter presents players with the first options score, this being the ability that governs health. In most
to choose from when making a character for OGL cases, a character will have a positive value of some kind
Steampunk. in each of the six scores, indicating some development, or
lack thereof, in that area.

Character Creation Summary Generating Ability Scores


Creating a character for OGL Steampunk is both To generate characters in an OGL Steampunk game, there
simple and involving, as the players choose from is a standard method and three variants. Beginners are
the various options open to them. encouraged to use the standard method until they get a
good feel for how the numbers work and how they affect
Decide on the Character’s Concept: This is the character actions and chances for success. After that, the
most important phase of character creation, in variants exist for games that push the envelope in one
which the players imagine their characters and direction or the other. None of the variant ability score
think of what and who they want them to be. The generation methods are available unless the Games Master
classes, vocations, skills, feats and traits are simply specifically approves them for use in a campaign. For
ways for players to make their characters into Games Masters, all of the options listed here are available
what they have pictured in their minds, whether for creating Non-Player Characters. A Games Master may
this is a brave explorer of the wild or a mysterious also assign such ability scores as he sees fit, in the interests
occultist delving into the secrets of magic. of fleshing out the story, so long as he remembers the
importance of game balance.
Generate Ability Scores: Choose a method
for generating the character’s six ability scores: Standard Generation Method: To generate a set of ability
Strength, Dexterity, Constitution, Intelligence, scores for a character, roll 4d6 and discard the die with the
Wisdom and Charisma. lowest face value. This will create a score between 3 (all
four dice rolling 1) and 18 (three of the four dice coming
Spend Background Points: Use background up as a 6). Being able to remove the lowest number
points to decide on the character’s background, raises the average value of each score and tends to create
from his race to any initial traits that point characters with higher than average abilities. Repeat this
towards his upbringing and natural talents. procedure five more times. Once you have generated six
values in this way, either assign them in the order rolled to
Choose a Class and Vocation: Choose a the six corresponding ability scores or place them in any
character class and a starting vocation that will order desired until all six numbers have been used.
give a character his starting abilities and powers.
Hardcore Variant: This method tends to create widely
Choose Skills and Feats: Spend skill points varied ability scores, with random chance as its only
granted by traits and character class and purchase guide. Roll 3d6 and assign the numbers, in order, to
feats; one feat for all starting characters, one extra the six ability scores as listed below. With no ability to
feat for humans. skew the results slightly upwards through a discarded die
or the flexibility of assigning scores where they will do a
Calculate Total Values: Use all the information desired class or occupation the most good, this method
from the choices taken to calculate the different can be very harsh and unforgiving. Some Games Masters,
derived values. These include such variables as however, do prefer the hard-edged feel of ‘letting the dice
Defence Value, armour damage reduction, melee fall where they may’.
attack bonus, ranged attack bonus, initiative,
saving throw bonuses, skill bonuses and wealth.

7
141.157.188.166
Heroic Characters Ability Modifiers The modifier is the number
Variant: The opposite Score Modifier Score Modifier you apply to the die roll
of the hardcore variant, when the character tries
1 –5 24–25 +7
this option creates heroic to do something related to
2–3 –4 26–27 +8
characters with unusually that ability. You also use
high ability scores, in 4–5 –3 28–29 +9 the modifier with some
accordance with their role 6–7 –2 30–31 +10 numbers that are not die
as exceptions to the laws 8–9 –1 32–33 +11 rolls. A positive modifier
of nature. While there is 10–11 0 34–35 +12 is called a bonus and a
still some room for low 12–13 +1 36–37 +13 negative modifier is called
BACKGROUNDS

scores in this method, each 14–15 +2 38–39 +14 a penalty.


character created with it 16–17 +3 40–41 +15
will generally have at least 18–19 +4 42–43 +16 The Abilities
one very high ability and 20–21 +5 44–45 +17 Each ability contributes
potentially more. Ability 22–23 +6 etc. partially to the description
scores start at a value of 8 of a character and affects
and get a bonus equal to some of his actions.
1d10, rolled separately for each statistic. After generation, Abilities are not the sum total of a character’s personality
the values can be moved between the different categories. or capabilities but they do provide the framework around
This method is very flexible, but it can result in more which skills and d20 checks are typically made, making
powerful characters than any other generation variant them a very important part of the character’s description.
because characters cannot start with any ability score
penalties greater than -1. Strength (STR)
Strength measures the character’s muscular and physical
Point Buy Variant: Like the Heroic Characters Variant, power. Strength also limits the amount of equipment a
the character’s ability scores begin at 8 but no dice are character can carry.
used in this method at all. Instead, the Player has a pool
of points with which to buy statistics. Each additional The Strength modifier applies to:
ability score point above 8 costs one point, with scores
above 14 costing two pool points per ability point beyond  Melee attack rolls.
that value. Some character races can later affect these  Damage rolls when using a melee weapon or a
ability scores in both a positive and negative way. The thrown weapon, including a sling. Exceptions:
usefulness of a point buy system lies in its potential for Off-hand attacks receive only one-half the
customisation and inherent fairness. Each character in the character’s Strength bonus, while two-handed
campaign has the same number of pool points to spend attacks receive one and a half times the Strength
and may purchase exactly the scores he wants at whatever bonus. A Strength penalty, but not a bonus,
value he can afford. We recommend that the starting applies to attacks made with a bow that is not a
value of a point pool be set at 30 but this can be adjusted composite bow.
up or down as the Games Master wishes.  Climb, Intimidate (optional), Jump and Swim
checks. These are the skills that have Strength as
Once ability scores are generated, a character needs a their key ability.
character race and class of some kind. The class is optimally  Straightforward Strength checks, for breaking
one that suits the character’s strongest statistics (adventurer down doors, bursting manacles and the like.
for a high Strength, genius for a high Intelligence and so
forth) but this is certainly not a requirement. Some Non- Dexterity (DEX)
Player Characters are better suited with clashing classes, Dexterity measures hand-eye co-ordination, agility, reflexes
as this can simulate a bumbling dwarven magician barely and balance. This ability is important for characters who
able to perform the simplest rituals or an elven guard who typically wear light or medium armour or no armour at all
only maintains his rank in the military through a highly and for anyone who wants to be a skilled shot.
placed relative.
The Dexterity modifier applies to:
Ability Modifiers
Each ability, after changes made because of race, generally  Ranged attack rolls, including those for attacks
has a modifier ranging from –5 to +5. The Ability made with bows, pistols, rifles and other ranged
Modifiers tables show the modifier for each score. Ability weapons.
score modifiers can range higher than +5, but they cannot  Initiative, to determine who acts first in a given
go lower than -5 because the status of a creature or object situation.
changes when its ability scores drop to 0. See below for  Defence Value, provided that the character can
further details. react to the attack.
8
141.157.188.166
 Reflex saving throws, for avoiding explosions The Wisdom modifier applies to:
and other attacks that you can escape by moving
quickly.  Will saving throws, for negating the effect of
 Balance, Drive, Escape Artist, Hide, Move enticement magic and psychic powers.
Silently, Pilot, Ride, Sleight of Hand, Tumble and  Gamble, Listen, Profession, Psychic Control
Use Rope checks. These are the skills that have (optional), Sense Motive, Spot, Survival and
Dexterity as their key ability. Treat Injury checks. These are the skills that have
Wisdom as their key ability.
Constitution (CON)

BACKGROUNDS
Constitution represents the character’s health and stamina. Charisma (CHA)
A Constitution bonus increases a character’s hit points, Charisma measures a character’s force of personality,
so the ability is important for all classes. Since survival persuasiveness, personal magnetism, ability to lead and
depends on Constitution, it is a must for the characters physical attractiveness. This ability represents actual
that have fallen between the cracks of a steam-powered strength of personality, not merely how one is perceived
world. by others in a social setting. Every creature has a
Charisma score.
The Constitution modifier applies to:
The Charisma modifier applies to:
 Each roll of a Hit Die, though a penalty can never
drop a result below 1. In other words, a character  Bluff, Diplomacy, Disguise, Gather Information,
always gains at least 1 hit point each time he Handle Animal, Intimidate (optional), Perform
advances in level. If a character’s Constitution and Psychic Control (optional) checks. These are
score changes enough to alter his Constitution the skills that have Charisma as their key ability.
modifier, his hit points also increase or decrease  Checks that represent attempts to influence
accordingly. others.
 Fortitude saving throws, for resisting poison and
similar threats. When an ability score changes, all attributes associated
 Concentration checks. Concentration is a skill, with that score change accordingly. Most of these changes
important to occultists, that has Constitution as are also retroactive; a character receives or loses additional
its key ability. hit points for previous levels if an increase or decrease in
Constitution occurs. One important exception to this
Intelligence (INT) retroactive rule regards Intelligence. A character does not
Intelligence determines how well the character learns retroactively get additional skill points for previous levels
and reasons. It is important for any character who wants if he increases his Intelligence, nor are skill points lost if
to have a wide assortment of skills. An animal has an Intelligence is lowered for any reason.
Intelligence score of 1 or 2. A creature of humanlike
intelligence has a score of at least 3. Ability Score Loss
Various attacks cause ability score loss. This can either
The Intelligence modifier applies to: be ability damage or ability drain. Points lost to ability
damage return at the rate of 1 point per day (or double
 The number of languages the character knows at that if the character gets complete bed rest) to each
the start of the game. damaged ability and certain chemical or mechanical
 The number of skill points gained each level. effects offset ability damage as well. Ability drain,
The character always gets at least 1 skill point per however, is permanent, though some effects can restore
level, even if he has an ability score penalty for even those lost ability score points.
Intelligence.
 Craft, Decipher Script, Disable Device, Forgery, While any loss is debilitating, losing all points in an ability
Investigate, Knowledge, Navigate, Repair, score can be devastating.
Research, Ritual and Search checks. These are the
skills that have Intelligence as their key ability.  Strength 0 means that the character cannot move
at all. He lies helpless on the ground.
Wisdom (WIS)  Dexterity 0 means that the character cannot move
Wisdom describes a character’s willpower, common sense, at all. He stands motionless, rigid and helpless.
perception and intuition. While Intelligence represents  Constitution 0 means that the character is dead.
one’s ability to analyse information, Wisdom represents  Intelligence 0 means that the character cannot
being in tune with and aware of one’s surroundings. If a think and is unconscious in a coma-like stupor,
character is to have acute senses, a high score in Wisdom helpless.
is essential. Every creature has a Wisdom score.  Wisdom 0 means that the character is withdrawn
into a deep sleep filled with nightmares, helpless.

9
141.157.188.166
 Charisma 0 means that the character is withdrawn
into a catatonic, coma-like stupor, helpless. That was probably the most painful five minutes of
his life. As looked over what was left of his team, he
Keeping track of negative ability score points is never reckoned it also the most expensive.
necessary. A character’s ability score cannot drop below 0.
Having a score of 0 in an ability is different from having no The ironrats had torn Knife and Gailion to shreds and
ability score whatsoever. Some effects and abilities impose their metal jaws had left deep gashes on the bodies
an effective ability score reduction, which is different from of all the survivors. He grimaced as he poured grain
ability score loss. Any such reduction disappears at the alcohol on his bites. At his lead, the others followed
end of the effect or ability’s duration and the ability score
BACKGROUNDS

suit. The damnable things were known to eat offal


immediately returns to its former value. and rotted meat. It was almost guaranteed that the
wounds they left would suppurate and become vile
If a character’s Constitution score drops, then he loses with gangrene.
1 hit point per Hit Die for every point by which his
Constitution modifier drops. A hit point score cannot be ‘Sound off, people. I need to know who’s left and
reduced by Constitution damage or drain to less than 1 hit what shape you’re in.’ He did not feel much like
point per Hit Die. being in charge right now but there was no one left
for the job. As it was, he would have to pick a new
Background Points second in command. Damn Gail and his ‘I’ll hold
them off ’. Why did the big cat always have to be so
Every starting character has 4 background points with
which to purchase his background characteristics after brave? Stupid, stupid hybrid…
generating ability scores. A character can purchase the
following with background points. ‘Heshia here. I’ll live.’ That did not surprise Jerrek
at all. Very little could quench the elven woman’s
Race: The character’s race varies in cost depending on how spirits. She was the first one of their kind he had
powerful it is or the potential it has to become powerful. ever seen with even a passing appreciation for
Ability Point: The character can increase any of his ability machines. Her guns were an obsession. The woman
scores by 1 at the cost of one background point. was inseparable from them. When her enthusiasm
Trait: The character can acquire one trait from a trait finally got her killed, Jerrek was determined that
tree for which his race qualifies. See the Feats and Traits he would bury her with them, or else she would
chapter. A character can acquire additional traits as he probably come out of the grave to get them back.
advances in level. Traits have a variable cost, depending
on their power. ‘Thurdin, engineer, wounded but alive.’ Again,
Bonus Feat: The character can gain one additional feat no surprise. He had only worked with a dwarf
for which he has the necessary prerequisites. A character once before but that one had also been a paragon
can only purchase one extra feat in this way. A bonus feat of endurance. He was quietly confident that there
always costs 1 background point, irrespective of which feat was nothing on this world the dwarves could not
is chosen. take apart and put back together better than before.
Personality was another matter. Still, no one on this
Background Points team actually had to like each other. They just had
to follow orders.
Characteristic Cost
Race ‘Gearbolt reporting,’ came a metallic din in the
Human 0 corner of the room. ‘I am functional, though my
Hybrid 1-2 motor functions are impaired by damage in the sixth
Construct 3 quadrant.’ Jerrek looked at the cog and saw that
Elf 1 it was referring to a torn joint box on its left hip.
Dwarf 1 The leg was practically dragging and the occasional
Gnome 2 vent of steam from the ruptured plates meant the
Vampire 3 mechanical man was losing power. With a quick
Ghost 3 nod, he sent Thurdin over to repair it.
Ability point 1
He took a quick stock of his own wounds, noted
Trait 1
that none of them were life threatening and was
Bonus feat 2
satisfied. ‘Okay. We are down our scout and some
muscle. We can still do this, but we’ll have to change
Any background points not spent during character
the plan. Can we set the charge under the building
creation are lost. They cannot be stored for later use.
instead of forcing our way in through the back?’

10
141.157.188.166
Races developed their own customs and values. However,
a single trait that worries other races is their drive to
Be they big or small, all characters have one thing in
conquer and master their surroundings, which has led to
common; they all belong to a race of some kind.
the current exploitation of natural resources that fuel the
fires of industry.
Monsters, even those with character classes, count as
their own racial type and while an elven psychic may
Physical Description: Humans come in a great variety
have mental powers, he will always be an elf first. Most
of builds, ranging from a little below 5 feet to a tad
characters in a standard OGL Steampunk setting fall into
over 6 feet tall, weighing from 125 to 250 pounds and
one of the basic character races listed in this chapter:

BACKGROUNDS
with men being usually taller and heavier than women.
human, hybrid, construct, one of the three Eldrath races
Because of constant travel going back through history,
(elf, gnome and dwarf ) and either of two undead races
humans have acquired a great ethnic variety, with skin
(vampire and ghost). A Games Master is always free to
tones ranging from fair and pale the further north, to
expand this listing or modify the bonuses and penalties
darker complexions further south. Hair ranges from
given for the races on it but essential play balance can
blonde or reddish to auburn and black, with all varieties
be achieved by using these racial groups as given. Any
of thickness. Humans dress according to their cultural
modification is best handled on a campaign-by-campaign
customs, although the dominant style of dress is for males
basis.
to wear some sort of shirt and pants with maybe a tunic
and for females to wear dresses and skirts, also with the
Small and Large Characters
possibility of tunics and overcoats. Adornments range
Creatures have different sizes, taking normal human
from the primitive, made with animal remains, to the
stature as Medium-size, although some races offer options
exquisite, crafted from the finest stones and metals, again,
to play smaller or larger characters.
depending on cultural preference.
A Small character gets a +1 size bonus to his Defence
Relations: Humans have grown haughty with their
Value, a +1 size bonus on attack rolls and a +4 size bonus
seemingly unstoppable success and are in a position of
on Hide checks. His carrying capacity is three-quarters
dominance over other races. Although racial attitudes
of that of a Medium-size character. He generally moves
are as varied as everything human tends to be, there is a
about two-thirds as fast as a Medium-size character and
general feeling of superiority towards other races, thanks to
must use smaller weapons.
the history of constant predation and abuse to which they
were subjected by the elves and the marauding undead.
A Large character gets a -1 size penalty to his Defence
Hybrids and Cogs are human creations and therefore most
Value, a -1 size penalty on attack rolls and a -4 size penalty
humans see them as servitor races. Occasionally, humans
on Hide checks. His carrying capacity is double that of
will even deny that these artificial races have sentience.
a Medium-size character. He moves as fast as a Medium-
size character and must use larger weapons than Medium-
Human Lands: Empires are the primary human
size characters. A Large character gains a +4 bonus on
organisation, extending from one corner of the world
grapple checks.
to the other thanks to breeding rates and innovations.
Human institutions change and adapt rapidly in
Favoured Class
comparison to those of other races and it is the humans
A character’s favoured class does not count against
who have the largest territories and the ability to manage
him when determining experience point penalties for
them. Humans are gregarious, preferring to gather
multiclassing, for which see pg. 66.
together when they can and as a consequence, their
settlements grow almost without control. Large cities
Humans have created problems of transport and communication,
Cost: 0 background points which have been solved one by one through the clever
application of knowledge and technology. The largest
Humans own the world and with every year they claim a cities are cosmopolitan centres where members of all races
little more of it from other races. As diverse in colour as are at least nominally welcome.
they are in ideology and personality, humans are the driving
force of the age of steam thanks to their adaptability and Religion: Humans pursue several religions with varying
natural curiosity, as well as a seemingly inexhaustible urge zeal, although many agree that the age of gods is coming
to explore both the physical lands beyond the horizon and to an end. This is to be replaced by the age of science, in
the intangible boundaries of science and progress. which the answers to the world’s dilemmas are not given by
a condescending supreme being but deduced and reasoned
Personality: To other races, humans appear driven and through study and rational thought. The role of the
always on the move. It is this vigour that has helped a ancient gods in contemporary human society is minimal;
race with few other attributes to survive and dominate they are excised from government and relegated to the
their environment. As a race, humanity lacks a single level of spiritual counsellors and occasional dispensers of
defining personality type, as the different scattered people
11
141.157.188.166
small favours. There are fewer devout worshippers blessed
with divine magic than ever before, as even magic now
Hybrids
Cost: 1 or 2 background points.
obeys set laws that anyone can understand with enough
dedication. Secrets that were once abstruse and arcane are
Hybrids are a very young race, produced in an early
now divulged in libraries and texts thanks to the invention
experiment to create life. Although it is unsure whether
of the printing press.
the original experiment was magical or scientific in nature,
the unarguable reality is that it was successful. It produced
Language: Common is the humans’ basic language,
creatures that were half human and half animal.
although higher forms are reserved for nobles and
scholars. Human speak is littered with local jargon and
BACKGROUNDS

The hybrids are no longer created in laboratories, for what


borrowed words and expressions from other languages.
with formal breeding programs on the one hand and the
efforts of those who ran away and made a life of their own
Names: The great variety of cultures and customs
on the other, their population seems to be on the rise.
amongst humanity means that there are no hard and fast
They are mostly dependant on human society to subsist,
rules for naming children that would hold when taken to
doing so in the lowest echelons as servants and workers.
a neighbouring land. As a result, humans are called nearly
Ironically, science has moved away from biology towards
anything, with some parents even using elven or dwarven
pure mechanical innovation. Thus, as young as they are,
names for their children. The most widespread custom is
hybrids are already compelled to face the horrible reality
that parents give their child the name they will bear for the
of being outdated, redundant and cast aside.
rest of their lives and add to it a family name, with some
lands varying the order in which family and given name
Personality: The temperament of a hybrid is varied, as it
are spoken.
is ruled both by its human half and by its animal instincts.
Most of them seem to be subservient on the face of things,
Characters: Human characters are amongst the most
although they also feel a deep resentment towards their
audacious and ambitious, fuelled by their inner drive
employers or masters. Those who are content with their
to excel and succeed at any task. Humans earn glory
roles, either as servants or as free beings, express their
and fame by championing causes, accumulating wealth,
animalistic nature more freely. For example, canines are
acquiring power and otherwise pushing back the frontiers
typically loyal and generally happy, felines are sensual
of achievement.
and mysterious and bears are stolid and tranquil until
angered.
Racial Qualities
These are the racial qualities of humans:
Physical Description: It is impossible to confuse a hybrid
with anything else. Their body shape is truly humanoid,
 Medium: As Medium-size creatures, humans have
but their proportions are wrong. They have a feral head
no special bonuses or penalties due to their size.
resembling that of their animal parent and their bodies
 Human base land speed is 30 feet.
are covered with fur. Females are, like humans, shorter
 1 extra feat at 1st level.
and slimmer than males and often have different patterns
 4 extra skill points at 1st level and 1 extra skill
to their fur. Only hybrids can tell themselves apart when
point at each additional level.
they belong to the same subspecies, although observant
 Automatic Language: Common. Bonus
people can recognise the facial features that differentiate
Languages: Any, other than secret languages such
them. Hybrids dress in the manner of the human society
as those belonging to druids or special societies.
in which they live, although members of an emerging
See the Language skill.
hybrid culture have taken to dying their fur in tattoo-like
 Favoured Class: Any. When determining whether
designs and adapting jewellery to their unique anatomies.
a multiclass human takes an experience point
penalty, his highest-level class does not count.

Jerrek took a moment to consider his reasons for being here.

The orcs were not even threatening his city yet. This whole mission was all dependent upon the word of the City
Fathers that they would eventually do so. His people were not the orcs’ major enemy. Seeing this mission through
might be exactly what would turn the orcs’ iron-ringed eyes towards his kin. He did not want to be in this sewer,
planning to blow up a factory that was cranking out weapons designed to kill elves.

Frankly, he thought to himself, with all the grief the elves had caused his people over the years, maybe the City
Fathers should be working with the orcs, not against them…

12
141.157.188.166
BACKGROUNDS
Relations: Hybrids have a closer relationship with Secret Names: Yurr, Warruf, Rerrk, Horwoo, Skreep,
humans than with any other race, although some of Karrg, Rorrwa, Haff.
them go to the elves in a vain attempt to connect with
the wildness of nature that they hold in their hearts. The Characters: Hybrid characters set out into the world
hybrids with sensitive noses rarely stand the company of with the primary motive of gaining self-respect and the
undead, whose decaying scent unnerves them. They feel a secondary motive of proving themselves to others. Most
certain kinship with constructs, particularly those built in hybrids are not thirsty for riches or glory; they yearn
the shape of animals, as both races are products of human more for simple recognition of their worth. The fact
science running out of control. that most scientists have already moved past biological
experimentation means the hybrids are more desperate
Hybrid Lands: There are no hybrid lands. As a created than ever to define their role in a world that is at the point
race, they depend on the humans for their own culture. of forgetting them entirely.
Nevertheless, the newer generations of hybrids are looking
for their own identity and are exploring their animal Racial Qualities
instincts, forming gangs they call packs, prides and herds. Hybrids have racial qualities according to their animal
Some of these gangs stay in the cities, functioning as a parent. Upon character creation, players choose the
secondary family, while others escape to the wild, planting animal type: bear, bat, dog, cat, rat, or elk. These types
the seeds of new tribes. A few humans are aware of this. are fairly general and can accommodate any similar animal
Those who support the hybrids’ plight seek to protect as the hybrid type. One might use wolf as opposed to dog
them, while those who see them as a dangerous threat or lion instead of cat, for instance.
propose to hunt them down.
 Scent: All hybrids have a fine sense of smell that
Religion: Hybrids bear the religion of the society they allows them to detect approaching enemies, sniff
grew up in. In the nascent hybrid culture, the worship of out hidden foes and track by sense of smell as
nature is emerging as a dominant faith. There is no one described under special abilities (pg. 212).
particular god or goddess that these hybrids turn to but  Automatic Language: Common. Bonus
animism and spirit worship fulfils many of the hybrids’ Languages: Any (other than secret languages, such
basic spiritual needs. as Thieves’ Cant). See the Language skill.

Language: Hybrids speak Common. Contrary to myth, Bat Hybrid Racial Qualities
only a handful of hybrids have the ability to speak with Cost: 2 background points.
animals of their parent species and they do not possess a
language of their own.  -2 Strength, +2 Dexterity, -4 Intelligence, +4
Wisdom.
Names: Hybrids have two names. One is that which  Small: As a Small creature, a bat hybrid gains a +1
humans give them, which they use in polite society. The size bonus to Defence, a +1 size bonus on attack
other is a secret name, which they only give to their family rolls and a +4 size bonus on Hide checks. His
and closest friends. These secret names are guttural lifting and carrying limits are three-quarters of
sounds, resembling growls and animal calls. those of a Medium-size character.
 Blindsight: Through echolocation, bat hybrids
13
141.157.188.166
Hybrid Summary
Hybrid Background Cost Statistic Modifiers Size Category Specials
Bat 2 -2 Str, +2 Dex, -4 Int, +4 Wis Small Blindsight, Glide
Bear 2 +4 Str, -2 Dex, -2 Int Large None
Cat 1 +2 Dex, -2 Con, -2 Int, +2 Cha Medium Climber
Dog 1 +4 Con, -4 Int, +2 Wis, -2 Cha Medium Improved Scent
Elk 2 +2 Str, +4 Con, -4 Dex, -2 Int Large Gore
Rat 1 -4 Str, +4 Dex, +2 Int, -2 Cha Small None
BACKGROUNDS

can ‘see’ in the dark; see special abilities on pg.  +4 Constitution, -4 Intelligence, +2 Wisdom, -2
212. Charisma.
 Glide: A bat hybrid’s wings are not strong  Medium: As Medium-size creatures, dog hybrids
enough for flight but they grant a +4 bonus to have no special bonuses or penalties due to their
Jump checks and the character’s maximum jump size.
distance is calculated as if he were a Medium-size  Improved Scent: Dog hybrids increase the range
creature. by which they can detect creatures to 90 feet
 Favoured Class: Scoundrel. downwind and 25 feet upwind.
 Favoured Class: Adventurer.
Bear Hybrid Racial Qualities
Cost: 2 background points. Elk Hybrid Racial Qualities
Cost: 2 background points.
 +4 Strength, -2 Dexterity, -2 Intelligence.
 Large: As a Large creature, a bear hybrid suffers  +2 Strength, +4 Constitution, -4 Dexterity, -2
a -1 size penalty to Defence, a -1 size penalty on Intelligence.
attack rolls and a -4 size penalty on Hide checks.  Large: As a Large creature, an elk hybrid suffers
He gains a +4 bonus to grapple checks and his a -1 size penalty to Defence, a -1 size penalty on
lifting and carrying limits are double those of a attack rolls and a -4 size penalty on Hide checks.
Medium-size character. He gains a +4 bonus to grapple checks and his
 Favoured Class: Adventurer. lifting and carrying limits are double those of a
Medium-size character.
Cat Hybrid Racial Qualities  Gore: Elk hybrids have horns that deal 1d4
Cost: 1 background point. damage and deal double damage on a successful
charge.
 +2 Dexterity, -2 Constitution, -2 Intelligence, +2  Favoured Class: Journeyman.
Charisma.
 Medium: As Medium-size creatures, cat hybrids Rat Hybrid Racial Qualities
have no special bonuses or penalties due to their Cost: 1 background point.
size.
 Climber: Cat hybrids have a +4 bonus to Climb  -4 Strength, +4 Dexterity, +2 Intelligence, -2
checks. Charisma.
 Favoured Class: Noble.  Small: As a Small creature, a rat hybrid gains a +1
size bonus to Defence, a +1 size bonus on attack
Dog Hybrid Racial Qualities rolls and a +4 size bonus on Hide checks. His
Cost: 1 background point. lifting and carrying limits are three-quarters of
those of a Medium-size character.

This new plan made him nervous. He did not like having to come up with it and he especially did not like the
reason the old one had had to change.

Damn it all, Gailion was not supposed to die. He was going to outlive them all, or so Jerrek had always thought.
Bigger than anyone else he’d ever seen and faster too, the big cat had been his friend longer than Jerrek could
remember. They had met in the slums where Jerrek grew up, two castaways no one else wanted around. Now,
thinking about Gail back there in the tunnels, gnawed on by a pack of stinking ironrats, turned his stomach.

Gailion’s sacrifice had probably saved them all.

Jerrek did not really feel like being saved right now.

14
141.157.188.166
 Rat hybrid base land speed is 20 feet. Relations: Cogs generally have good relationships with
 Favoured Class: Scoundrel. all the races. This is partly down to their essential design
as subservient beings but also stems from their lack of
C.o.G.S (Creations of Generated bias. For them, all other races are something they are
not, namely living or at least once-living. They get along
Sentience) particularly well with hybrids because of their shared
The most successful attempt to create life was the origin in reckless human inventiveness. Dwarves and
Construct race, known colloquially as cogs, the only gnomes find their mechanisms enthralling, while elves
truly artificial beings. People of financial means will are wary of their artificial life. To humans, vampires, and

BACKGROUNDS
often procure an automaton as a servant, as it lacks the ghosts, sentient cogs are a curiosity and each one must
self-awareness that may cause the rebellious feelings in prove itself worthy of consideration.
hybrids. Once in a while, however, a fluke in assemblage
imbues a cog with true sentience. Ironically, cogs who Cog Lands: Like hybrids, cogs have no lands to call
gain awareness have more chances of being recognised as their own, as they are not even a people and have no
individuals than hybrids after they pass the Turning Test, a tendency to gather in like-minded groups. Cogs are utter
series of exams designed to prove whether the cog is really individualists who are more concerned with exploring
a sentient being or not. the corners of their artificial conscience than in creating
a nation of machines to crush their creators. The only
Personality: A normal automaton does not have a exception here is with the mad ones, who rarely remain
personality. Cogs, as a race, do. They are generally sane for long enough to consider organizing themselves
like children given free rein in a candy store, testing the against their common foe.
boundaries of their newfound sentience and experimenting
with all that they can. It would be a mistake to consider all Religion: Cogs are consummate atheists. Their origin
cogs to be naïve, as there are many who are quite aware of and creators are readily identifiable, so they do not need
their nature as machines and take a more sedate approach a creation myth. It is still unknown whether they have
to their independence. souls. A few of the more philosophically-inclined speak
of a Great Maker of such skill that he created all living
There are some cogs that, upon discovering sentience, things, just as the humans created them.
determine that humans are an inferior species. This
causes a massive intellectual breakdown as the cog must Language: Cogs speak Common and Clockish, a strange
then come to terms with the fact that an inferior creature language of whirrs and clicks that communicates concepts
invented them. Most simply decide that this invention with efficiency, economy, precision and no room for
was a fortunate accident of serendipity but a few get misunderstanding. Living beings may learn to understand
trapped in a logical loop and are driven mad by it. These Clockish, but may never learn to speak it because of
cogs become deranged and often homicidal, killing any the limitation of organic speech patterns. An organic
sentient being they find in order to prove their superiority voicebox simply cannot produce the inhuman buzzes,
and to erase the existence of humanity from the world. clacks and twangs of a cog’s larynx. Even flesh-based cogs
can produce the sounds needed to speak Clockish.
Physical Description: Cogs come in all shapes and sizes,
although they are mostly humanoid due to their design. Names: Cog names range from serial designations to
Cogs have no gender, though their form may simulate the nicknames or even real human names, depending on
body of a male or female of whatever species they were the whim of their creator. They are content with the
created to resemble. The most common cogs are made name they receive, even when they gain their autonomy
of brass, bronze and wood. Other more sinister ones are and independence after passing the Turning Test. Cogs
made out of flesh. Whatever materials they may be made seldom have a last name.
from, all are easily recognised as artificial. Most cogs have
a badge somewhere in their bodies identifying their status Common Names: Hammer, Mr. Click, Gearbolt, Lithia,
as sentient. Apart from that they use whatever clothes fit Maria, Rover.
them; many cogs prefer not to use any clothing at all.
Characters: Cog characters take to travelling and
Cogs do not eat or sleep. Instead, they spend four hours adventuring in order to explore their limits and capabilities,
each day performing general maintenance on their bodies always hungry to learn and expand their horizons. They
and letting their parts and materials rest, which resembles have no trouble enduring gruelling conditions but they
sleeping only in that the cog remains immobile while it is quickly learn how to repair themselves when necessary.
going on. They remain partly aware of their surroundings, Smart ones never stray far from someone who can fix
incurring only half the penalties that are ordinarily applied them in case they are unable to do it themselves.
to Listen checks while the subject is sleeping.

15
141.157.188.166
BACKGROUNDS

Racial Qualities This was an illogical mission, Gearbolt determined.


These are the racial qualities of cogs: Nonetheless, there was no better logical alternative.

 Low-Light Vision: A cog can see twice as far as As the dwarven engineer fitted a new cylinder to its
a human in starlight, moonlight, torchlight and leg assembly, Gearbolt considered the parameters
similar conditions of poor illumination. It retains of the human named Jerrek’s last suggestion. A
the ability to distinguish colour and detail under bomb placed under the building, assuming these
these conditions. tunnels could provide access to it, might have the
 A cog has no Constitution score and therefore added advantage of burying anything remaining
has no metabolism. It is immune to any effect underground. The ironrats, however, proved the
that requires a Fortitude saving throw unless the supposition that the orcs knew about the sewers
effect works on objects or is harmless. The cog is and were aware of their tactical significance. If
also immune to ability damage, ability drain and there were a point of access to the factory down
energy drain and automatically fails Constitution here, it would surely be guarded.
checks. A creature with no Constitution does not
become fatigued or exhausted and thus can run Knowing sentients the way it did, Gearbolt
indefinitely without tiring. expressed this possibility vocally. It was never
 Material: The player chooses what material the advisable to assume logical deduction on the part
cog is primarily constructed from; each material of an organic.
has its own characteristics, such as an armour
bonus or an effect on ability scores:
damage at a rate of two points of electrical damage
Material Armour Special healing one point of battery damage.
Flesh +2 -2 Charisma, heals +2 hp  Cogs cannot heal damage on their own, but must
per Repair check be repaired. A Repair check works exactly like
Wood +3 -2 Dexterity a Treat Injury check would when treating the
Metal +4 -2 Dexterity, -2 Charisma injuries of living characters or performing surgery,
except that a cog may perform repairs upon
 Cogs do not eat, sleep or breathe.
himself. The application also needs a mechanical
 Unlike other constructed objects, cog characters
kit instead of a surgery kit. The amount of hit
are subject to critical hits due to the intricacy of
points cured is 1d4 for treating damage and 1d6
their internal mechanisms.
per level for ‘surgery.’ Unlike the Treat Injury
 Power Source: The internal power of a cog runs
skill, both of these applications can be used more
down and must be renewed. Each day, the cog
than once per day.
suffers 2 points of battery damage per character
 Since they were never alive, cogs cannot be raised
level. Battery damage has the same effects as non-
or resurrected.
lethal damage for constructs. A cog can get rid
 Favoured Class: Journeyman. A multiclass
of 5 points of battery damage by spending one
cog’s journeyman class does not count when
full round rewinding himself. Electrical damage
determining whether he takes an experience point
injures the cog normally but also heals battery
penalty for multiclassing.
16
141.157.188.166
BACKGROUNDS
The Eldrath Personality: Dwarves are industrious and have very
strong work ethics but they are also gruff and bad
Eldrathen is a fantastical realm that lies both alongside
tempered with anyone who questions them. They are an
and within the normal world but is rapidly cutting
aspect of earth and stone; this makes them more than a
all remaining contact with the world of science and
little stubborn but also unflinchingly loyal and steadfast.
technology that humans are forging. Eldrath races are
He who earns the friendship of a dwarf has a friend forever
in decline. Of the dozens of races that once thrived in
while he who makes an enemy of a dwarf should beware,
the world, only a handful remains behind. These are
for dwarves hold to their grudges as unremittingly as they
those still capable of coping with the iron restraints the
hold to their loyalties.
humans are setting in places of power. Dwarves, elves and
gnomes are the only ancient races that remain in sufficient
Physical Description: Dwarves are short and stocky,
numbers to still have settlements and lands of their own;
standing between four and four-and-a-half feet tall but are
all others have either retreated to Eldrathen or live in
so broad and solid that they weigh the same as humans.
isolation as small groups.
Males are heavier set than females and sport long and
luscious beards, carefully groomed and held together
The Eldrath and the story of Eldrathen are suggestions
with ornamental pins and clasps. Their skin colour varies
for working the mystical elements of fantasy races into
from greyish to tan, much like the earth and stone to
a Steampunk game. They are not required for a setting
which they are attuned, with hair colours that go from
if some other explanation exists or if the Games Master
deep red to jet-black. Their clothing is simple and often
has other plans for the campaign. Steampunk games can
resembles armour even if it is made of cloth. They are
run perfectly well without elves, dwarves, or any kind of
very comfortable when clad in metal, which is why the
non-human race at all. How you play the game is up to
advent of the steam age benefits them more than any other
you; the Eldrath are presented here for those who wish to
gnome species.
use them.
Relations: Although they are kin with elves as fellow
Dwarves denizens of Eldrathen, dwarves do not see eye to eye
Cost: 1 background point. with their fairer cousins; they are on much better terms
with humans, whose advances in science and technology
Of the Eldrath races, the dwarves are best able to withstand caught the industrious dwarves by surprise. They find
the onslaught of human industry because they like to cogs fascinating, have no real opinion of hybrids and
think that they are its precursors. Humans hotly contest prefer to keep a healthy distance from vampires and
this, pointing to dwarven unwillingness to share just ghosts. Elves and dwarves are at odds because the elves
about anything, let alone technological secrets. Dwarves believe the dwarves, like the gnomes, were responsible for
are excellent engineers and constructors and their building the spread of metal crafting skills that enabled humanity
techniques remain amongst the best in the world. They to destroy so much of the natural world.
are also staunch warriors of the first order. Their affinity
with precious metals and stones is legendary, as is their
skill at crafting such materials.

17
141.157.188.166
Dwarf Lands: Dwarves tell of a great subterranean
kingdom stretching for miles beneath the ground, adding With a final twist of his wrench, Thurdin tightened
that it remains in Eldrathen, now almost closed to them the bolt holding the cog’s leg on. That done, he
save for a few underground entrances that open with spoke a short blessing over each of his tools and set
increasing rarity. Dwarves organise themselves in clans and them back in his belt loops.
dig out their holds along great mineral veins in mountains
and hills, preferring to live underground. Many have The human’s plan was bold, though he had to agree
settled in human cities, having obtainined permission with the metal man about the possible guards.
to construct downward provided they reinforce the area Still, space limitations down here kept the orcs
around their holdings so as not to damage the city above. from putting too many troops in their way. Hells
BACKGROUNDS

of Steel and Fire, it was a better idea than trying


Religion: Dwarves worship their own patron gods, to burst in through the back door and letting the
great beings that made the dwarves from iron and stone damn boarskins surround them!
and set them to be the prime builders and constructors
of the world. This faith is being shaken in the light of  Darkvision: Dwarves can see in the dark up to
human science and technology and many quietly fear that 60 feet. Darkvision is black and white only but
humans may now be the favourites of the dwarven gods, it is otherwise like normal sight. Dwarves can
even if they do not acknowledge them as a pantheon. function perfectly well with no light at all.
 Weapon Familiarity: Dwarves may treat dwarven
Language: Dwarves have their own language, which they waraxes as martial weapons, rather than exotic
speak in addition to Common. This runic language script weapons.
is simple and straightforward and is easy to learn even if  +2 racial bonus on saving throws against poison.
it is not so easy to pronounce by non-dwarves. Many  +2 racial bonus on saving throws against spells and
dwarves learn the rest of the languages of their Eldrath spell-like effects.
cousins as well as the elemental languages of fire and  +1 racial bonus on attack rolls against orcs and
stone. goblinoids.
 +4 dodge bonus to Defence Value against
Names: Much like humans, dwarven children receive monsters of the giant type. Any time a dwarf loses
their names from their parents in a solemn ceremony and its Dexterity bonus (if any) to Defence Value, such
they accompany it with the name of their clan or their as when it is caught flat-footed, it loses its dodge
clanhold. bonus too.
 +2 racial bonus on Knowledge checks that are
Male Names: Dorf, Rurik, Haldin, Thurdin, Heridrin, related to stone or metal items.
Zwolf, Krald, Drzig.  +2 racial bonus on Craft checks that are related to
Female Names: Helda, Brunhild, Sirif, Ilasa, Droieda, stone or metal.
Haan, Tariag, Khole, Mellken, Annir.  Automatic Languages: Common and Dwarven.
Clan Names: Roragast, Hammerholm, Ironmarch, Bonus Languages: Giant, Gnome, Goblin, Orc
Dolzik, Athorik, Stoneclap, Thundershield, Merrkethor, and Terran.
Khulthereth.  Favoured Class: Adventurer. A multiclass dwarf ’s
adventurer class does not count when determining
Characters: Dwarven characters venture from their whether he takes an experience point penalty for
clanholds mostly out of a desire to acquire wealth and multiclassing.
honour for their family name. They are curious about
what the humans are doing to the world and, in some
cases, they want to help, adapting to human society
Elves
Cost: 1 background point
readily if that means they will learn the secrets of amazing
technology.
The royalty of the Eldrath look on with dismay at the
rapid pace of technological progress. Nigh immortal, they
Racial Qualities
live slowly, savouring every moment of the present and so
These are the racial qualities of dwarves:
adapt poorly to the quick changes that the age of steam
has brought with it. Romantics at heart, elves are lovers
 +2 Constitution, –2 Charisma.
of art and fine pleasures. Just as the dwarves are aspects
 Medium: As Medium-size creatures, dwarves have
of earth and stone, the elves have affinity with trees and
no special bonuses or penalties due to their size.
forests. The spread of iron across the world has caused the
 Dwarf base land speed is 20 feet. However,
elves great consternation, as has the dwindling of magic in
dwarves can move at this speed even when wearing
its metal wake. As their planet is poisoned by degrees and
medium or heavy armour or when carrying a
their ancient powers begin to fail them, the elves may be
medium or heavy load, unlike other creatures,
a dying breed.
whose speed is reduced in such situations.

18
141.157.188.166
Personality: There are two kinds of elves, personality- allowed to keep its secrets and technological progress is
wise. There are the ones that embrace the pleasure of not an excuse for overexploiting natural resources.
living regardless of its guise and there are the ones that
entrench themselves in ancient tradition. Most of them Language: Elves speak their own language in addition
are moved by beautiful things and know a song or two, to Common. Elven is fluid and beautiful and it is almost
which they sing when they relax. Despite their apparent sung as often as it is spoken. Elven script flows across a
light-heartedness, elves are very serious when it comes to page and it is also the official language of Gnome races.
personal relations, particularly when they are wronged. Elves learn dwarven as soon as they can so that they can
communicate with their allies.

BACKGROUNDS
Physical Description: Elves are thin and short, standing
between four-and-a-half and five-and-a-half feet, with men Names: Elves have two names; their childhood name and
standing slightly taller than women. They are graceful another one they choose when they come of age. Their
of body but rather weak in constitution. Their skin is adult name is unique. The elf creates it when he chooses
pale and their hair is the colour of the forest, including it, although he may find inspiration in the names of
auburn, hazel and green, although white is also present in people he admires. In addition, elves have family names
a few individuals. They like to wear their hair long, with formed of two or more elven words, which they translate
males letting it run straight or in ponytails and women out of courtesy when speaking with non-elves.
fashioning it in a variety of braids. They favour light and
comfortable clothing in gentle colours, preferably blues Male Names: Elleron, Lathariel, Cierain, Aladair, Eolain,
and greens and wear little jewellery save for a few delicate Belthanor, Oldain, Ieross, Olothar, Dielon.
necklaces and rings, some of them carved from wood. Female Names: Kheiried, Maedbh, Diethren, Adalia,
Marithia, Heshialiira, Sophienne, Nidia, Sariss, Anathiel.
Elves do not sleep like humans do. Instead, they enter Family Names: Moonstar, Gladesong, Greenbreeze,
a state of trance that lasts four hours during which they Farbrook, Starwind, Wintersun, Riverbend, Dreamsong,
‘dream’ by performing mental exercises that grant them Longtree, Windflower.
insight into the happenings of the previous day, much
like actual dreams do for humans, with the difference that Characters: Elf characters are possessed of a certain
elves have the ability to recognise the messages of dreams. wanderlust that drives them away from their homes and
keeps them on the road. They prefer to live at their own
Relations: Elves are the ambassadors of the Eldrath and pace, without having to adapt to human rhythm. Elves
the higher caste of their fantastical realm, so they try to have a love/hate relationship with airships and railroads,
forge good relations with the other races, although they which shorten travel time but because of that keep them
maintain an attitude of superiority. They regard humans from enjoying the trip itself. The latter is especially
as reckless and unrefined, hybrids as pitiable, cogs as detestable because it lays tracks of hated iron across the
little more than abominations and vampires and ghosts world, cutting its lines of power in twain and killing the
as intriguing yet suspicious. Dwarves, the only other planet by degrees.
trusted ancient race to be left in the world in considerable
numbers, are held as close friends. They are smelly and Racial Qualities
loud allies, to be sure, but allies nonetheless. Elves despise These are the racial qualities of elves:
gnomes on general principles, but they are all Eldrath and
family counts for something.  +2 Dexterity, -2 Constitution.
 Medium: As Medium-size creatures, elves have no
Elf Lands: Away from Eldrathen, elves build small special bonuses or penalties due to their size.
villages in woodland areas that blend with the grace and  Elf base land speed is 30 feet.
beauty of their surroundings. Given their long life and  Immunity to magical sleep effects and a +2 racial
low childbirth rate, their families tend to be small. They saving throw bonus against enchantment spells or
follow elders, renowned for their wisdom, who gather effects.
in councils and elect a ruler from their numbers. Elven  Low-Light Vision: An elf can see twice as far as
villages have little contact with the outside world, with a human in starlight, moonlight, torchlight and
diplomats and daring individuals occasionally venturing similar conditions of poor illumination. They
forth to see what the world is up to. They return with bad retain the ability to distinguish colour and detail
news more and more frequently. under these conditions.
 Weapon Proficiency: Elves receive the Martial
Religion: Elves follow gods and goddess of life and the Weapon Proficiency feat for the longsword,
arts; some of their priesthoods have been confused with rapier, longbow (including composite longbow)
organisations of performers and bards, such is the elven and shortbow (including composite shortbow) as
manner of worship. They treasure the things that grow, bonus feats.
seeing the humans’ scientific and technological prowess  +2 racial bonus on Listen, Search and Spot checks.
as an affront to their faith. Nature, they insist, must be An elf who merely passes within five feet of a secret

19
141.157.188.166
or concealed door is entitled to a Search check to Personality: Gnomes are a proud and haughty people,
notice it as if he were actively looking for it. temperamental yet passionate, devoted to the ideas of
 Psychic Prowess: Elves can enter a psychic trance invention and science. Their adherence to scientific
as a free action with a Concentration check (DC experimentation, however, is tempered with a playful
10). nature and a joy of discovery that humanity seems to have
 In the world of Steampunk, elves have developed forgotten. A gnome meets even the most minor of devices
a tragic allergy to iron because of its effects on with jubilant enthusiasm and immediate interest. This is
magic. Any hit with an iron weapon deals an not to say that they are impetuous, merely that they find
additional point of damage to an elf. While they joy in the act of invention as much as in the necessity-
are in skin contact with cold iron in any form, driven furthering of science. A shorter life span than other
BACKGROUNDS

it deals one point of damage per round. This Eldrath races has caused gnomes to share many qualities
damage cannot kill them, but it can drop them to with humans, such as an intense sense of curiosity and an
-1 hit points and force them to go unconscious, urge to experience as much as they can in the time they
after which time they stabilize automatically and have.
will not awaken until the iron is removed.
 Automatic Languages: Common and Elven. Physical Description: Gnomes stand about a foot or two
Bonus Languages: Draconic, Gnoll, Gnome, shorter than dwarves, rarely coming up past a human’s
Goblin, Orc and Sylvan. waist. Though there is some fluctuation in the height of
 Favoured Class: Occultist. A multiclass elf ’s gnomes, few stand shorter than three feet or taller than
occultist class does not count when determining four.
whether he takes an experience point penalty for
multiclassing. A gnome’s pale skin does nothing to detract from their
striking looks. Whether male or female, a gnome is
guaranteed to be beautiful or handsome in an almost
He could tell by Heshia’s reaction that she disliked child-like way. Like elves, gnomes also have pointed ears,
the idea. Hells, he disliked the idea, but he knew though while an elf ’s ears grow to a gentle and relatively
better than to take the elf woman’s reaction short point, those of a gnome are long and sharp.
too much to heart. As far as he could tell, the
disagreeable woman did not like anything. Gnomes display as many different styles of hair as humans
do, though gnomes feature a number of more outlandish
Well, he reflected, that was not entirely true. She or unusual hair and eye colours, ranging from silver to pale
liked her guns. She liked them very much indeed. violet. Oddly, male gnomes seem incapable of growing
That was so odd, since as far as he knew elves hated any facial hair at all. All have very sharp eyesight and have
all technology; but she was inseparable from them. an amazing array of eye colours. Any colour imaginable is
Maybe that was why he could get along with her, a possible hue for a gnome’s eyes and many take pride in
though he rather hoped the City Fathers would having a unique shade no one has ever had before.
assign her to another team with this was all over.
Elves made him nervous in general, but beautiful Gnomes often wear stylised work uniforms adorned with
women with twitchy trigger fingers made him all manner of tools and bizarre devices. Whether most of
downright paranoid. these have any actual significance or purpose is a mystery,
possibly even to the gnome that wears them.

Unlike others of the Eldrath races, gnomes are not long


Gnomes lived. Mortality is their curse and yet a peculiar blessing,
Cost: 2 background points. as the finiteness of their thirty-year lifespan ensures that
they are meaningful and while longer-lived races are
While many of the Eldrath races recede back into the prone to ennui, gnomes truly appreciate the sheer thrill of
depths of Eldrathen, gnomes find themselves in a position existence. Just why the gnomes have such short lifespans
where they can travel between their home and that of the is not known, even to them, but legends whisper that the
world of men with relative ease. Still magical enough to elves had something to do with it in an age long past.
jump back and forth through the minute tears and rips
in the fabric that forms the boundaries between the two Relations: Gnomes have generally good relationships
realities, the gnomes can, quite literally, enjoy the best of with all the races, although this can sometimes be
both worlds. Even so, they are finding that this world is stretched when their pride is at stake. The only exception
more interesting to them, especially as the science they can to this is the elves, who blame the gnomes for foolishly
only play with in Eldrathen has taken on a life of its own sharing science with humanity and disrupting the entire
in the world of men. balance of the world. The gnomes have no especial
love for the elves, either, as they find them too stolid,

20
141.157.188.166
unchanging and unappreciative of the long lives they unique as those of thoroughbred racing horses and no two
squander. Gnomes do not, as a race, feel that humans gnomes will ever bear the same name, even if it requires a
have abused their gift, though they do often wish human suffix or change in spelling to accomplish this.
cities were a little cleaner.
Example Names: Lady Selmakia of Whiterock, Lord
Gnome Lands: Away from their Eldrath home, gnomes Polisher Teailys of Brannack, Glasswire Lord Rokh of
build enclaves, hidden deep in the urban sprawl. Given Stratton, Baron of Architecture Volurn, Lead Chemist
their short lives and subsequently high childbirth rate, Merial Venstrupp.
these enclaves tend to be comparatively large. They

BACKGROUNDS
are established around the most intelligent inventor or Characters: Gnomes enjoy lives of adventure. Born
scientifically advanced member of the enclave. Often to the often minimal codes and lax restrictions of their
these enclaves form mock houses and courts akin to those society, many take the first opportunity to travel as
found in Eldrathen but some dispense with this altogether far as they can to learn of the outside world. During
and govern themselves through majority vote. Gnome their travels they learn as much news as they can about
enclaves have regular contact with both the outside the outside world to bring back to their enclaves, as
world and their homeland, with entourages venturing interesting news and items bring respect and prestige.
back and forth between the two. Residents of Eldrathen They also travel and adventure in the hope of making a
view these settlements as either poor imitations of their name for themselves and advancing their position within
own or as unforgivably anarchic, while gnomish residents their own enclaves. When one’s life ends in thirty years,
of the mortal lands see those who remain in the mist of the only true immortality to be hoped for is fame.
Eldrathen as backward and anachronistic.
Racial Qualities
Religion: Gnomes have little time for religion, consumed These are the racial qualities of gnomes:
as they are with discovery and their own scientific
advancement. They are not atheistic, simply disinterested.  +2 Dexterity, +2 Intelligence, -2 Strength, -2
Like the elves, their origins are easily identifiable, and Constitution.
while a few are philosophically-minded, these are the  Small: As a Small creature, a gnome gains a +1 size
exception rather than the rule. bonus to Defence, a +1 size bonus on attack rolls
and a +4 size bonus on Hide checks. His lifting
Language: Gnomes speak their own language in addition and carrying limits are three-quarters of those of a
to Common. Like elven, to which it is related, the gnome Medium-size character.
tongue is as fast, fluid and beautiful as a flowing river.  Gnome base land speed is 20 feet.
Gnomes also use the flowing script of elves. Gnomes learn  Immunity to magical sleep effects and a +2 racial
as many languages as they can, as soon as they can, to saving throw bonus against enchantment spells
communicate with as many of their allies as possible. or effects. Gnomish curiosity also makes them
50% likely to recognize any illusion for what it is.
Names: Gnomes always have a title, though very Illusions cast by a source with the feat Spell Focus
few outside their own enclave would understand its (illusion) are only 25% likely to be recognized.
significance. Their personal names, however, are as  Low-Light Vision: A gnome can see twice as far as
a human in starlight, moonlight, torchlight and
similar conditions of poor illumination. They
Jerrek could feel the plan forming in his head. As retain the ability to distinguish colour and detail
it did, he knew who he needed more than ever. He under these conditions.
needed Merial.  Once a day for 1 minute per character level, a
gnome may tap the collective knowledge and
She could have reworked this bomb they were scientific wisdom of his people. This is a psychic
carrying to have a much higher yield but she was ability that requires a Concentration check (DC
not an option now, was she? No, she died last year 15, 1 always fails) that grants a +4 special bonus to
and nothing could bring her back. Not magic, his Intelligence score.
not science and not wishful thinking from a man  Automatic Languages: Common and Gnome.
who missed her more than ever now. Old age, Bonus Languages: All.
they called it. He called it watching a good friend  Favoured Classes: Genius. A multiclass gnome’s
wither away in a few years before his eyes. She had genius class does not count when determining
been all right with it, even joking that it was her whether they take an experience point penalty for
‘retirement’ but he was not. multiclassing.

Weren’t the Eldrath supposed to be immortal? Or


was that just another elven lie?

21
141.157.188.166
The Revenants tracks appear as flawless and daintily dressed as they did
before their grisly demise. Ghosts are semi-solid, their
Vampire and ghost characters are not the same monsters
entire bodies made from ectoplasm, which they later may
that have plagued humanity for centuries. They are, rather,
learn to vibrate into the full incorporeality that is the
a special breed of undead creature called a ‘revenant’; that
staple of their truly undead counterparts. Their flesh, hair
is, one who comes back to life. Revenants have traded
and clothing are drained of colour, causing them to appear
their mortality for the curse of undeath and the promise
as dulled versions of themselves; otherwise, they appear
of tying up loose ends in their lives. The irony is that the
to be in perfect physical condition. Ghosts with low
transition from living to dead destroys part of their former
self-esteem may appear dressed in rags, while those with a
being and they end up unable to remember what they
very high opinion of themselves have the ideal clothes for
BACKGROUNDS

returned to life for. Revenant vampires and ghosts can


their personality. Ghosts do not sleep, but enter a state of
exist alongside mortals, provided they keep their appetites
inactivity in which they disappear inside a nearby object.
in check, a task that they can achieve, unlike their regular
They recover strength while dormant.
undead cousins.
Relations: Owing to their passionate nature and their
The phenomenon of revenance is a unique one to
origin in humanity, ghosts have all kinds of relationships
the Steampunk genre, odd in that it seems to follow
with other beings. Some seek gnome companions, who
the premise that as the world becomes a mechanical
prefer them to stand far away, while others seek the
nightmare, there is not even the guaranteed solace of
company of humans, who still treat them with suspicion.
death to provide release. Many elves believe that revenant
Ironically, the race they prefer to have as little to do with
undead are symptomatic of the damage occurring to the
as possible are the revenant vampires, for they remind the
spirit world as a result of mankind’s abuse of the natural
ghosts too much of the price they paid for their second
one. They believe that the connections between this
chance at life.
world and the next are becoming severed, leaving the
dead to occasionally inhabit their rotting flesh rather than
Ghostly Lands: Legends speak of a vast necropolis built
attain the peace that is due them after their demise. If this
in deep catacombs but dwarves, who are in a position to
is true, the afterlife might eventually be lost altogether,
know, have not found anything. In truth, ghosts have no
forcing humanity to live amid the steel and glass of the
lands. They were once human and thus they stray towards
Steampunk world forever.
the places they used to live in, forming no organisation
amongst themselves.
To quote one bitter elven wizard, ‘This puts the ‘iron’ back
in ‘ironic’.’
Religion: Ghosts revere the same deities they did in
life, unless that deity promised eternal rest or denied
Ghosts the existence of the afterlife, both subjects with which
Cost: 3 background points. ghosts are all too familiar. Most of them opt to become
agnostics; they are quite sure that there is something out
Ghosts are shades of once-living people. They are there that allowed them to return, though they cannot say
disembodied spirits who return from death to finish the for certain what it was, since they do not remember it.
things they left undone… provided they can remember
what these important obligations were. Ghosts are driven Language: Ghosts speak the same language they used to
by their sheer force of personality to seek out the truth speak in life, though they may pick up new ones as they
about their former lives, which they forget when they interact with more creatures both in the cities and in the
become revenants. They surrender their physical bodies wild.
and emerge from their graves with a will unlike those of
other ghosts, who are slaves to the manner of their death. Names: Ghosts have the same name they did in life, this
The revenants can take a second chance at life. being the only thing they remember about their former
selves. Some ghosts cut all ties to their previous existence
Personality: Ghosts are driven by desires and easily and choose a new name altogether. In such cases, this is
become reckless; since they have died once already, always another human name. They rather prefer not to
another death is nothing to be feared. Passionate to the use last or family names.
extreme, ghosts rely on their feelings to give them an
identity, focusing on one emotion at a time and carrying Characters: Ghost characters are always on the lookout
it to the utmost extremes, from offering literally undying for new experiences, which may hint at a dull previous
love to vowing brutal revenge. life or may simply be their desire to feel alive again. They
vary in their attitude to discoveries that give them clues
Physical Description: Only humans start the game as to who they used to be. Some crave identity, while others
ghosts. In doing so, they become an idealised version dread becoming trapped in a certainty of self from which
of their former selves. Old men emerge looking as they death may have been a blessed release. Almost all ghosts
did in their prime, wearing their favourite clothes and have a secret fear that their former life held some horrible
equipment; young women mangled horribly on train
22
141.157.188.166
secrets, which are now the reason why they have been spat  Ectoplasmic Existence: Revenant ghosts can
back out of the oblivion of death and into the world again. manipulate objects crudely, enough to open doors
Ghosts suffer appalling pangs of déjà vu, since they often and lift objects but not with enough strength to use
have been in a place before, back in their breathing days. them very efficiently. Ghosts never apply Strength
bonuses in combat when wielding non-etheric
Racial Qualities weapons. The only items that they can handle
These are the racial qualities of ghosts: well enough to use their Strength score’s potential
are objects made from ectoplasm or weapons with
 Strength -4, Charisma +4. the etheric ability. The starting equipment of a

BACKGROUNDS
 Medium: As Medium-size creatures, ghosts have ghost represents items that were once part of the
no special bonuses or penalties due to their size. character’s life and are now made of ectoplasm.
 Ghost base land speed is 40 feet. He cannot gain additional equipment unless it
 Darkvision: Ghosts can see in the dark up to 60 fulfils the above prerequisites.
feet. Darkvision is black and white only, but it  Telepathic Communication: A ghost can detect
is otherwise like normal sight and ghosts can the surface thoughts of any single creature within
function just fine with no light at all. 30 feet, so long as it has line of sight to the target.
 A ghost has no Constitution score as its body is Unwilling creatures receive a Will saving throw
made of ectoplasm. He is immune to any effect at a DC of 11 + the ghost’s Charisma modifier if
that requires a Fortitude saving throw unless the positive. If the ghost successfully detects a target’s
effect is harmless. The character is also immune thoughts, it can freely exchange messages back
to ability damage, ability drain and energy drain and forth telepathically. Language is not a barrier
and automatically fails Constitution checks. A against this kind of communication.
creature with no Constitution cannot tire (in other  Automatic Language: Common. Bonus
words, he does not become fatigued or exhausted) Languages: Any, other than secret languages of
and thus can run indefinitely without stopping. any kind. See the Language skill. With its ability
Ghosts are immune to critical hits unless they to communicate telepathically, languages are not
come from magic spells or holy/unholy effects as important for ghosts as they might be for other
and weapons. characters.
 Gaseous Body: The ghost’s body is held together  Favoured Class: Investigator. A multiclass
by will and is not made of natural matter. It has ghost’s investigator class does not count when
a natural Damage Reduction score of 5, as attacks determining whether he takes an experience point
partly pass through it. penalty for multiclassing.

He knew the plan was not likely to succeed this


Vampires
Cost: 3 background points.
way, but without the backup that Gailion and
Knife had provided, there was no way to go with
The second kind of revenant, vampires are solid and very
the old one. Besides, the worst that could happen
dangerous, which is why they tread with particular care
was the orcs would catch them and they would
around humans, who are used to their undead cousins’
have to detonate the bomb without getting away
depredations and will not ask many questions before
first. He was willing to die if that was what it took
resorting to the stake and torch. Revenant vampires
to complete the mission. Besides, everything he
live on the razor’s edge between their inhuman hunger
cared about was dead and gone now, so what was
and their desire to find a place in society. The revenant
there to live for any longer?
vampires are nowhere near as powerful as their undead
counterparts but the trade-off is the ability to exist during
‘Now that’s a depressing thought,’ came a spectral
the day, though this is saddled with many limitations.
voice from the shadows.
Personality: Vampires are taciturn and moody. Although
Jerrek whipped around with his rune rifle and
they are only revenants and not full undead, the curse of
nearly fired a round in panic as the ghostly shape
vampirism burns within them. They hunger for blood
of his feline friend drifted into view. Gailion was
while still possessed of a human conscience, a moral
translucent, glowing a faint white and casting
paradox that not many can endure without going insane.
crawling shadows all around himself in the dark
Vampires are thus very measured and self-controlled in
tunnel.
their words and actions, lest any crack in their armour
should set loose the monster that resides inside them.
‘What’s the matter, Jer? You look like you have seen
a ghost.’ From the look on the big cat’s face, he did
Physical Description: Vampires look exactly like they
not seem to be making a joke. Gailion apparently
did before they were turned into revenants, except that
had no idea that he was… dead.
they are deathly pale, their skin is unusually smooth and
23
141.157.188.166
their eyes reflect light like a cat’s. Revenant vampires are interact with more creatures both in the cities and in the
born when an undead vampire kills a victim in the usual wild.
manner but the victim’s desire to live is so overpowering
that it returns a few nights later. As the original vampire Names: Vampires have the same name they did in life,
had little hand in creating the new revenant, there is no although they drop their family name or adopt a new and
bond of slavery between them and the revenant can act invented one as they cut ties with their former lives.
in accordance with its own free will. His first impulse is
usually to seek out and kill the undead creature responsible Characters: Vampires see adventuring as a way to distract
for his present condition. themselves from the never-ending hunger that grips their
souls. With their blood-thirst perceived as a threat to
BACKGROUNDS

Relations: Vampires have guarded relationships with society, vampires must serve a highly useful purpose
everyone, since they are in constant threat of being labelled within it if they are to stand any chance of coexistence
monsters and being pursued by human authorities. They with mortals.
either hide their nature with cosmetics and deception,
or proceed with utmost caution, careful not to do or say Racial Qualities
anything that could be interpreted in the wrong way, such These are the racial qualities of vampires:
as saying ‘I never drink… wine.’ Although they have
incredibly long lifespans in common with elves, the two  Strength -4, Charisma +4.
races do not relate well given the diametrically opposed  Medium: As Medium-size creatures, vampires
sources of their immortality. have no special bonuses or penalties due to their
size.
Vampire Lands: Although revenant vampires are in the  Vampire base land speed is 30 feet.
same situation as ghosts in relation to a homeland, true  Low-Light Vision: A vampire can see twice as far
vampires hold sway in their own little fiefs, the remainder as a human in starlight, moonlight, torchlight
of a great war between a coalition of undead and the and similar conditions of poor illumination. He
empires of humanity, which humans eventually won at retains the ability to distinguish colour and detail
a great cost of life. Revenant vampires of sufficient age under these conditions.
and personal power can wrest control of these fiefdoms  A vampire has no Constitution score and as such
or develop their own. This background means that most has no metabolism. He is immune to any effect
revenant vampires are nobles and many act the part even that requires a Fortitude saving throw unless the
leagues away from their homelands. effect is harmless. The character is also immune
to ability damage, ability drain and energy drain
Religion: Vampires are comfortable with the state of and automatically fails Constitution checks. A
spiritual affairs, in that they have no particular religion. creature with no Constitution cannot tire (that
Many believe that their deities have abandoned them and is, he does not become fatigued or exhausted) and
they thus feel no obligation to continue worshipping such thus can run indefinitely without stopping.
an irresponsible being. A few vampires worship deities of  Daylight Vulnerability: When the sun rises and
evil and destruction, embracing their monstrous side in a until it sets, the vampire loses its powers and
search for solace from their divided existence. becomes a normal human being. If it was in
another shape (see Traits on pg. 122) it becomes
Language: Vampires speak the same language they used locked in this form until sundown.
to speak in life, although they pick up new ones as they

Using Revenants in Steampunk Games


Revenants may not fit with many Steampunk campaign concepts, even more so than the Eldrath. They are included
here as character options only if Games Masters wish to use them. The fight between magic and science could easily
have necromantic connotations, so undead could easily become an active part of the setting. Thus, the ghost and
vampire characters are listed here as viable Player-worthy alternatives. As with anything presented in this text, use
them only if you wish to and discard them or relegate them to Non-Player Character status if you do not.

Ghosts are especially useful if heroes die in the middle of a campaign and the Games Master wishes to bring them
back in some form other than through high-level magic. If a Player wants to return this way, or has no choice since
other options for returning to life are unavailable, simply have him dedicate three background points to being a
Ghost as he would in character creation. The Player must decide which options to discard that had previously had
background points spent on them. For example, a hybrid cat-man might give up a point of Strength and the feat
he bought with background points to make up the difference. The one he spent to be a hybrid translates over to
his new ghost background.

24
141.157.188.166
‘Gail, we need to talk.’ As he moved closer to Allegiance
his ephemeral friend, Jerrek tried to put himself In a game like Steampunk, who you know is often more
between the rest of the group and Gailion. Heshia’s important than what you know. The social contacts that a
pistols were about as enchanted as they could get character possesses can make the difference between being
and the last thing he wanted was for her to hurt all alone when the main villain’s minions corner him in an
Gail so shortly after his death. Even having to alley and having a good friend pull up at the last moment
think that made Jerrek’s head hurt. ‘You feeling with a fast coach and horses. Having social contacts to
all right?’ look for information makes up for a character’s lack in
those same skills, extending the reach and depth of how

BACKGROUNDS
‘A little cold, Jer, but I’m all right. Why are you much a character can do when faced with a mystery. After
staring at me?’ all, a character does not have to be an expert historian if he
has a standing invitation to take tea with one.
Jerrek sighed. This was going to be harder than
he thought. ‘You remember Knife, the vampire we As it often adds a level of social complication to an OGL
had with us?’ Steampunk game, the allegiances system is optional. If
used, it allows characters to develop relationships with
The ghostly lion-man nodded. ‘Yes. Poor guy. He groups of people who all have a single goal or organisation
never stood a chance against those metal bastards. I in common, giving them a basic sense of camaraderie and
only barely got away with my skin intact myself.’ fostering a spirit of co-operation. Allegiances represent
groups with something in common, be it an official club
Jerrek closed his eyes and corrected himself. This or brotherhood or something entirely off the record like
was going to be a lot harder than he thought… the kinship felt between ex-convicts.

A character may have up to three allegiances, listed in


 Blood Requirement: Every morning, the vampire order from most important to least important. These
suffers 2 points of damage per character level as allegiances are indications of what the character values
he uses up the blood within his system to remain in life and may encompass people, organisations or
alive. ideals. A character may have no allegiances (being either
 Blood Drain: A vampire can suck blood from a a free spirit or a lone wolf ) or may change allegiances as
living victim with its fangs by making a successful he goes through life. In addition, the character’s fitting
grapple check. If the vampire pins his foe, he into a certain category of people does not mean that the
drains blood, dealing 1 point of Constitution character has to have that category as an allegiance.
drain each round the pin is maintained. On each
successful attack, the vampire gains 1d8 hit points. If the character acts in a way that is detrimental to his
This may not exceed his ordinary maximum hit allegiance, the Games Master may choose to strip him of
point total. that allegiance (and all its benefits) and assign one more
 Undead Rage: Once per day per character level, suitable to those actions.
a revenant vampire can overcome the weakness
in his blood and give in to the hunger that
threatens to consume his soul. This free action Pledging Allegiance
is dangerous, but it grants great if fleeting A hero’s allegiance can take the form of loyalty to a person,
strength. For 2d4 rounds, the revenant loses his to an organisation, to a belief system, to a nation or to an
normal -4 to Strength and gains +4 to that ability ethical or moral philosophy. In general, a character can
score and to Dexterity as well. He must engage discard an allegiance at any time, but may only gain a new
in combat every round that he rages and may allegiance after attaining a new level.
not seek to inflict nonlethal damage, using his
deadliest weapon or grappling and Blood Drain Having an allegiance implies having sufficient Intelligence
if disarmed. If no enemies are present, a revenant and Wisdom to make a moral or ethical choice. As a result,
vampire will turn on the nearest ally with no a character must have Intelligence and Wisdom scores of
regard for personal feelings or alliances. 3 or higher in order to select allegiances. Characters with
 Automatic Language: Common. Bonus ability scores lower than this represent someone with
Languages: Any, other than secret languages of severe mental deficiencies or damage, who are thus unable
any kind. See the Language skill. to feel or return any spirit of co-operation or loyalty.
 Favoured Class: Noble. A multiclass vampire’s
noble class does not count when determining Allegiances include, but are not limited to, the following
whether he takes an experience point penalty for examples.
multiclassing.
 Person or Group: This includes a leader or
superior, a family, a group of linked individuals

25
141.157.188.166
such as a group of extraordinary gentlemen or a evil. An individual with a good allegiance tends
cell of intelligence agents, or a discrete unit within to protect innocents. This belief implies altruism,
a larger organisation, such as members of the respect for life and a concern for the dignity
character’s guild or individuals for whose safety of other creatures. An evil allegiance shows a
the character is responsible. willingness to hurt, oppress and kill others and to
 Organisation: This may be a company or debase or destroy innocent life.
corporation, a gathering of like-minded
individuals, a fraternal order, a secret society,
a branch of the imperial army, a local, state or
Allegiances and Influence
An allegiance can create an empathic bond with others of
national government, a university, an employer or
BACKGROUNDS

the same allegiance. With the Games Master’s permission,


an otherwise established authority.
the character gains a +2 circumstance bonus on Charisma-
 Nation: This may or may not be the nation in
based skill checks when dealing with someone of the
which the hero currently resides. It may be where
same allegiance – as long as the character has had some
the individual was born or where the hero resides
interaction with the other character to discover the
after emigrating to a new home.
connections and bring the bonus into play.
 Belief System: This is usually a particular faith
or religion but can also be a specific philosophy
At the Games Master’s option, groups with similar
or school of thought. Belief systems could also
allegiances and a reason to co-operate with a group to
include political beliefs or philosophical outlooks.
which the character belongs may have a lessened affinity,
 Ethical Philosophy: This describes one’s
represented by a +1 bonus in the above listed situations.
philosophy on matters of order, as represented
Likewise, antagonistic groups might suffer a -1 or -2
by the polarities of law and chaos. An individual
circumstance penalty to their reactions depending on
with a lawful outlook tends to tell the truth, keep
how severe their allegiance’s reaction to the character’s
his word, respect authority and honour tradition
affiliation might be.
and will expect others to do likewise. An
individual with a chaotic outlook tends to follow
his instincts and whims, favour new ideas and Vital Statistics
experiences and behave in a subjective and open All characters have certain defining characteristics that,
manner in dealings with others. while they do not have a direct effect on game play, are
 Moral Philosophy: important enough to track. The Games Master should
This describes one’s determine information for other creatures based on the
attitude toward others, charts given below.
as represented by
good and
Age
Players may choose or randomly generate their character’s
age. If chosen, it must be at least the minimum age for
the character’s class; see the table below. A character’s
minimum starting age is the adulthood age of his
race plus the number of dice indicated in the entry
corresponding to the character’s race and class on
the table. Alternatively, refer to the table and
roll dice to determine how old the character
is. Games Masters are free to disregard this
table, assigning or approving any character age
desired.

As a character ages his physical ability scores


decrease and his mental ability scores increase. For
specific details, see the table on Ageing Effects below.
The effects of each ageing step are cumulative.
However, none of a character’s ability scores can be
reduced below 1 in this way.

When a character reaches venerable age, secretly roll his


maximum age, which is the number from the Venerable
column on the table on Ageing Effects plus the result
of the dice roll indicated on the Maximum Age column
on that table and record the result, keeping it secret. A

26
141.157.188.166
Random Starting Ages
Adventurer, Scoundrel,
Race Adulthood Socialite Investigator, Journeyman Genius, Occultist
Human 16 years +1d4 +1d6 +2d6
Hybrid 13 years +1d4 +1d6 +2d6
Construct 1 year +1d4 +1d4 +2d6
Dwarf 40 years +3d6 +5d6 +7d6
Elf 110 years +4d6 +6d6 +10d6

BACKGROUNDS
Gnome 6 years +1d4 +1d6 +1d8
Ghost1 16+2d6 years +1d4 +1d6 +2d6
Vampire1 16+2d6 years +1d4 +1d6 +2d6
1
For revenants, starting age represents the age they were when they became revenant undead.

Ageing Effects
Race Middle Age1 Old2 Venerable3 Maximum Age
Human 35 years 53 years 70 years +2d20 years
Hybrid 30 years 48 years 66 years +1d10 years
Cog* – – – –
Dwarf 125 years 188 years 250 years +2d% years
Elf 175 years 263 years 350 years +4d% years
Gnome 20 years 24 years 26 years +1d6 years
Ghost* – – – –
Vampire* – – – –
1
At middle age, -1 to Str, Dex and Con; +1 to Int, Wis and Cha. 2 At old age, -2 to Str, Dex and Con; +1 to Int, Wis and Cha. 3
At
venerable age, -3 to Str, Dex and Con; +1 to Int, Wis and Cha. * These races are not affected by ageing.

Random Height and Weight


Race Base Height Height Modifier Base Weight Weight Modifier
Human, male1 4’ 10” +2d10 120 lb. × (2d4) lb.
Human, female1 4’ 5” +2d10 85 lb. × (2d4) lb.
Dwarf, male 3’ 9” +2d4 130 lb. × (2d6) lb.
Dwarf, female 3’ 7” +2d4 100 lb. × (2d6) lb.
Elf, male 4’ 5” +2d6 85 lb. × (1d6) lb.
Elf, female 4’ 5” +2d6 80 lb. × (1d6) lb.
Gnome, male 2’ 10” +1d12 35 lb. × (1d4) lb.
Gnome, female 2’ 8” +1d10 30 lb. × (1d4) lb.
Hybrid varies varies varies varies
Construct 5’ 0” +2d8 130 lb. × (2d4) lb.
1
Also ghosts and vampires

Hybrid Random Height and Weight


Parent Animal Base Height Height Modifier Base Weight Weight Modifier
Bat 2’ 8” +2d4 30 lb. × 1 lb.
Bear 6’ 10” +4d8 200 lb. × (2d8) lb.
Cat 4’ 6” +2d10 90 lb. × (2d4) lb.
Dog 4’ 6” +2d10 90 lb. × (2d4) lb.
Elk 4’ 5” +2d6 85 lb. × (1d6) lb.
Rat 3´ 0” +2d4 40 lb. × 1 lb.

character who reaches his maximum age dies of old age at


some time during the following year.
Height and Weight
The dice roll given in the Height Modifier column
determines the character’s extra height beyond the base
The maximum ages apply to player characters but exist
height. That same number multiplied by the dice roll or
only as a logical extremity. Most people in the Steampunk
quantity given in the Weight Modifier column determines
world die from pestilence, accidents, infections or violence
the character’s extra weight beyond the base weight.
before reaching venerable age.
27
141.157.188.166
classes and
vocations
CLASSES & VOCATIONS

t
he most important trait a character possesses gained at character creation (two if the character is human)
which determines his capabilities is his character and the bonus feat, if any, provided by a character’s chosen
class. Each class has twenty levels and beginning occupation. If a feat chosen at this time has a prerequisite,
characters start at level one, usually choosing the character it must be met by the statistics, other feats, talents and/or
class by their best ability score but not always doing so, skills available to the character at 1st level.
as some characters choose a low score to augment the
capabilities of their chosen class. Players are free to Starting Vocation
choose any class for their first level and may make any The vocation that the character chooses at 1st level
choice for levels beyond 1st, subject to the campaign determines many of his starting feats and class skills,
limitations imposed by the Games Master. See the rules preferred profession (see Skills, pg. 68) and grants him his
of Multiclassed Characters at the end of this chapter. first vocation talent (see below). Regardless of how many
talents the character chooses from different vocations, he
Every class uses certain similar terminology. When only gains starting benefits from the vocation chosen at
reading about the capabilities of each class, keep the 1st level.
following terms in mind.
Class Table
Hit Die This table details how a character improves as they
The die type used by characters of the class to determine attain higher levels in the class. It includes the following
the number of hit points gained per level. information.

A player rolls one die of the given type each time his  Level: The character’s level in the class.
character gains a new level. The character’s Constitution  Base Attack Bonus: The character’s base attack
modifier is applied to the roll. Add the result to the bonus and number of attacks.
character’s hit point total. Even if the result is 0 or lower,  Fort Save: The base save bonus for Fortitude
the character always gains at least 1 hit point. A 1st level saving throws. The character’s Constitution
character gets the maximum possible hit points rather modifier also applies.
than rolling, although the Constitution modifier is still  Ref Save: The base save bonus for Reflex saving
applied. throws. The character’s Dexterity modifier also
applies.
Class Skills  Will Save: The base save bonus for Will saving
This section of a class description provides a list of class throws. The character’s Wisdom modifier also
skills, also giving the number of skill points the character applies.
starts with at 1st level and the number of skill points gained  Class Features: Level-dependent class features,
each level thereafter. A character’s Intelligence modifier is each explained in the section that follows.
applied to determine the total skill points gained each  Defence Bonus: The character’s bonus to Defence
level but this will always be at least 1 point per level, even Value. The character’s Dexterity modifier and
for a character with an Intelligence penalty. equipment bonus also applies.
 Reputation Bonus: The character’s base
A 1st level character starts with four times the number of Reputation bonus.
skill points they receive upon attaining each level beyond
1st. The maximum number of ranks a character can have Class and Level Bonuses
in a class skill is the character’s level +3. An attack roll or a saving throw is a combination of
three numbers, each representing a different factor: a
A character can also buy skills from other classes’ skill random element (the number you roll on the d20), a
lists. Each skill point buys a half rank in these cross-class number representing the character’s innate abilities (the
skills and a character can only buy up to half the ordinary ability modifier) and a bonus representing the character’s
maximum ranks of a class skill. experience and training. This third factor depends on the
character’s class and level. Each class table summarises the
Starting Feats figures for this third factor.
These are the feats gained at 1st level in the class. In OGL
Steampunk, these are feats in addition to the bonus feat
28
141.157.188.166
He was moving through the tunnels again, an elf in front of him, a dwarf behind him and an automaton on his
left hand side with an incandescent floodlight helping them all to see. Gailion was there as well, but he was not
staying in any one place long enough for Jerrek to pin him down. The big cat was taking the news of his demise
remarkably well, all things considered. He just had a sorrowful look on his feline face and a dimly haunted look
in his eyes. The irony of that analogy was not lost on Jerrek; he just had other things to think about.

CLASSES & VOCATIONS


‘So you all think we can do this?’ He was still pushing the underground plan on the group and had yet to receive
a definitive answer. No one wanted to hit the factory from its surface entrance, even with Gailion’s ‘return’ but
options were thin. Since no one had actually said no, Jerrek assumed they were all right with trying things his
way. Unfortunately, tacit agreement alone did not make the plan possible. It would take skills, and skills were the
one thing he was sure they lacked. Thurdin was an engineer of great skill but that did not mean he could plant a
bomb properly. Until he got an answer, he was not comfortable with moving ahead.

The dwarf must have been able to feel Jerrek’s thoughts because he cleared his throat and asked in his grizzled
voice, ‘What? You lookin’ to me for an okay? I thought you was the leader around here. You know, what with
your great plan to get us all safe into the city through these tunnels and all.’ The dwarf spat on the ground,
emphasising his sarcasm. ‘Oh, I forgot. That didn’t work out so well, did it?’

The tunnels suddenly became twenty degrees colder as Gailion whirled around at the dwarf, fury painting itself
across his milky, translucent features. Jerrek quickly put a hand between the two of them. ‘Gail, it’s all right!
Calm down. He’s not worth it.’ The lion-man slipped back reluctantly from the interposed hand but the sewer
passage did not warm up in the slightest. ‘Besides, he’s right. I did get us into this.’

Jerrek stared at the hostile-looking dwarf with eyes that seemed older than his thirty years would suggest. He
had seen a lot of friends die and a lot of people suffer since the Iron Wars began. Jerrek now let a few of those
remembered horrors dance around the corners of his gaze. The intensity was so great, even Heshia pulled back.

‘Now I have to ask you, dwarf, can you get us out of it?’ Jerrek pointed to the heavy pack Gearbolt was carrying.
‘I need that bomb set up where it will bring down the factory for good and I only have one of them. Can you
handle that for me?’

Thurdin stepped back half a step, more an involuntary twitch than a conscious retreat. ‘Okay, okay, lad. Calm
down. I did na’ mean to upset you like that. I can handle the bomb. You just lead me close enough, all right?’
The dwarf ’s tone was still gruff but his voice was much calmer, almost subdued.

Jerrek turned back and took to the head of the group. As he passed Heshia, he got the oddest of looks from the elf
woman. She seemed to be sizing him up again and this time, unlike before, she seemed to appreciate something
she saw.

For example, a 6th level Journeyman has a base attack


Base Attack Bonus bonus of +4. When using a rune pistol or other ranged
Check the table for the character’s class. On an attack roll,
weapon, he adds his Dexterity modifier. Even if this
apply the number from the Base Attack Bonus column to
increases his attack bonus to +6 or higher, he does not gain
the d20 die roll. Use the bonus that corresponds to the
an additional attack. For these purposes, only the base
character’s level. Numbers after a slash indicate additional
attack bonus counts. If a character has more than one
attacks at reduced bonuses: ‘+12/+7/+2’ means that a
class, add the base attack bonuses for each class together
character of this level makes three attacks per round, with
to determine the character’s base attack bonus. See the
a base attack bonus of +12 for the first attack, +7 for the
Multiclass Characters section for an example.
second and +2 for the third. Ability modifiers apply to all
these attacks.
Base Saving Throw Bonuses
When a character’s base attack bonus reaches +6, he is Check the table for the character’s class. It lists the
entitled to make an extra attack at a +1 base attack bonus. base saving throw bonuses for the three types of saving
However, if the character’s attack bonus reaches +6 or throws: Fortitude, Reflex and Will. Use the bonuses that
higher because of modifiers, the character does not get correspond to the character’s level. If a character has more
this extra attack. than one class, add the base save bonuses for each class
to determine the character’s base save bonuses. See the
Multiclass Characters section for an example.
29
141.157.188.166
Ability Increases: This column indicates the levels at which
Level-Dependent Benefits a character gains ability score increases. Upon attaining
In addition to attack bonuses and saving throw bonuses,
4th, 8th, 12th, 16th and 20th level, a character increases
all characters gain other benefits from advancing in level.
one of his ability scores by 1 point. The player chooses
The following summarises these additional benefits.
which ability score to improve. The ability improvement
is permanent. For multiclass characters, feats and ability
XP: This column shows the experience point total needed
score increases are gained according to character level,
to achieve a given character level.
not class level. Thus, a 3rd level Adventurer/1st level
CLASSES & VOCATIONS

Investigator is a 4th level character and eligible for her first


Class Skill Max Ranks: The maximum number of ranks a
ability score boost.
character can have in a class skill is equal to his character
level +3. A class skill is a skill associated with a particular
For example, an Investigator with a starting Charisma of
class. Class skills are listed in each class description in this
16 hoping to land better missions with a higher class of
chapter.
clientele might improve to Charisma 17 at 4th level. At
8th level, the same character might improve Charisma
Cross-Class Skill Max Ranks: For cross-class skills (skills
again (from 17 to 18) as this would increase his ability
not associated with a character’s class) the maximum
modifier for Charisma to +4. This will occur even if the
number of ranks is one-half the maximum for a class skill.
Investigator has been moonlighting between 4th and 8th
Maxing out a cross-class skill costs the same amount of
level and is a 6th level Adventurer/2nd level Investigator.
points as buying the maximum rank in a class skill. For
example, at 1st level, a character can pay 4 points for 4
ranks in a class skill or spend the same 4 points for 2 ranks Class Features
in a cross-class skill. The half ranks (.5) indicated on the This entry details special characteristics of the class,
table do not improve skill checks; they simply represent including bonus feats and unique talents that are gained
partial purchase of the next skill rank and indicate that the as a character attains higher levels in the class.
character is training to improve that skill.
Talents and Traits
Feats: This column indicates the levels at which a Every basic class offers a selection of talents to choose
character gains feats. He gains two at 1st level if he is from. A character gains a talent upon attaining each
human, otherwise gaining only one; he then gains one odd-numbered level in a class, including 1st level. Talents
more at 3rd level and one more at every 3rd level thereafter. are considered to be extraordinary abilities. Some talents
See the Feats Chapter for feat descriptions. have prerequisites that must be met before a character can

Experience and Level Dependent Benefits Table


Character Class Skill Max Cross-Class Skill Ability
Level XP Ranks Max Ranks Feats Increases
1st 0 4 2 1st, 2nd* -
2nd 1,000 5 2.5 - -
rd
3 3,000 6 3 3rd -
4th 6,000 7 3.5 - 1st
5th 10,000 8 4 - -
6th 15,000 9 4.5 4th -
th
7 21,000 10 5 - -
8th 28,000 11 5.5 - 2nd
9th 36,000 12 6 5th -
10th 45,000 13 6.5 - -
11th 55,000 14 7 - -
12th 66,000 15 7.5 6th 3rd
13th 78,000 16 8 - -
14th 91,000 17 8.5 - -
th
15 105,000 18 9 7th -
16th 120,000 19 9.5 - 4th
17th 136,000 20 10 - -
18th 153,000 21 10.5 8th -
th
19 171,000 22 11 - -
20th 190,000 23 11.5 - 5th
* The second feat is only gained if the character is human.
30
141.157.188.166
select them. Characters may use available feat selections action point on a skill check or ability check when they
to take talents for which they qualify but only in the are taking 10 or 20.
same character class as the one they just advanced in to
get the feat in the first place. Level prerequisites listed When a character spends 1 action point to use a class
for talents refer to the character’s total level as opposed feature, they gain the benefit of the feature but do not
to specific levels in the class associated with the talent, roll a d6. In this case, the action point is not a bonus to
unless otherwise specified. As with all skill prerequisites, a d20 roll.

CLASSES & VOCATIONS


any number listed with a skill is the number of true ranks
before any statistic or other modifiers. A character can only spend 1 action point in a round. If a
character spends a point to use a class feature, they cannot
When indicated in the class table, the character can select a spend another one in the same round to improve a die roll
trait instead of a talent; traits have their own prerequisites, and vice versa. Depending on the hero’s character level
especially regarding the character’s race. Unlike talents, (see the table below) they may be able to roll more than
feat selections cannot be used to take traits instead. one d6 when spending 1 action point. If the character
does so, apply the highest result and disregard the other
Feats rolls.
A character gains an additional feat upon attaining each
third level, i.e. at 3rd, 6th, 9th, 12th, 15th and 18th level. Action Point Dice By Level
These feats are not dependent on which class the character Character Level Action Point Dice Rolled
has progressed in; they are given whenever the character’s st
1 –7 th
1d6
total level reaches the specified value. Some feats have 8th – 14th 2d6
prerequisites that must be met before a character can select 15th – 20th 3d6
them. Bonus feats given from occupations, character
classes and the two chosen at 1st level count towards these
prerequisites normally.
Reputation
Reputation is used to determine whether another
character (a Games Master character, also called a Non-
Certain character classes also get bonus feats at certain
Player Character) recognises a Player’s character. Those
levels of advancement; these only occur when the character
who recognise the character are more likely to help him
has reached the required level in the class granting the
do what he asks, provided the reputation has a positive
bonus feat, not just a character level of the same number.
connotation to the character who recognises him. A high
These feats are usually chosen from a specific list provided
Reputation bonus also makes it difficult for the character
in the class description in question and all prerequisites
to mask his identity, which may lead to a stealthy character
must be met unless the feature granting the bonus feat
desiring a lower reputation score than his class levels might
lists otherwise.
entitle him to possess.

Action Points Most of the time, a character does not decide to use his
Action points provide characters with the means to affect reputation. The Games Master decides when a character’s
game play in significant ways. A character always has a reputation can be relevant to a scene or encounter. At the
limited amount of action points and while the character moment it becomes relevant, the Games Master makes a
replenishes this supply with every new level they attain, reputation check for one of his Non-Player Characters
the character must use them wisely. A character can spend who might be influenced in some fashion due to the
1 action point to do one of these things: character’s fame or notoriety, as detailed below.

 Alter a single d20 roll used to make an attack, a skill


check, an ability check, a level check or a saving
Fame and Infamy
Most characters with a high reputation bonus (+4 or
throw.
higher) are considered well known within their profession
or social circle. Whether this has a positive or negative
 Use a class talent or class feature during the
connotation depends on the point of view of the person
character’s turn for which the expenditure of 1 action
who recognises the character. When a person has a
point is required.
positive opinion of a character’s reputation, the character
is considered to be famous by that person. Fame, when
When a character spends 1 action point to improve a
recognised, provides a bonus to certain Charisma-based
d20 roll, add 1d6 to the d20 roll to help meet or exceed
skill checks.
the target number. A character can declare the use of 1
action point to alter a d20 roll after the roll is made but
When a person has a negative opinion of a character’s
only before the Games Master reveals the result of that
reputation, the character is considered to be infamous
roll and thus confirms whether the attack, check or saving
by that person. In addition, at the Games Master’s
throw succeeded or failed. A character cannot use an

31
141.157.188.166
discretion, a character might be considered infamous increasingly mechanised and predictable world. Another
in certain situations due to events that have transpired reason why some people become adventurers is simply to
in the campaign. Infamy, when recognised, provides a escape the crushing grind of the city and flee to the few
penalty to certain Charisma-based skill checks. Under pristine places left in the world.
normal circumstances, Infamy is under the direct control
of the Games Master and may not be used directly by a Adventures: Adventurers are possessed of an insatiable
character. thirst for thrills and have an inexplicable, even irrational,
desire to put their lives in danger; this may be on the lost
CLASSES & VOCATIONS

Using the Reputation Bonus borders of the world or piloting a machine that sustains
Whenever the Games Master decides that a character’s itself with a wish and a prayer but it always entails some
reputation can be a factor in an encounter, the Games personal risk. Cosy security is anathema to them.
Master makes a Reputation check (DC 25) for the
Non-Player Character involved. A Reputation check Characteristics: Adventurers learn very soon how to
is 1d20 + the character’s Reputation bonus + the Non- cope with the unexpected and to survive on their own.
Player Character’s Int modifier. Some Knowledge skill Depending on their vocation, they can train to deal with
modifiers might apply instead of the Int modifier, if the any enemy or situation that threatens them. On a more
character would be well known in the field covered by general note, adventurers gamble with destiny, placing
the Knowledge skill. Modifiers to the Reputation check their lives in the hands of fortune and luck. Many do
depend on the character and the Non-Player Character in this because they choose to, while a few are thrust by
question, as shown below. fate into a dangerous life they would avoid if they could.
Regardless of their reasons, adventurers are usually in way
Note that if the Non-Player Character has no possible over their heads and fight every minute of their lives just
way of recognising a character, then the Reputation check to survive to the next one.
automatically fails. If the Non-Player Character succeeds
at the Reputation check, he recognises the character. This Background: Adventurers tend to be discontented with
provides a +4 bonus or a -4 penalty on checks involving the way things are, looking far and wide for a sense of
any pertinent skills for the duration of the encounter: purpose. Some of them, by contrast, have adventure
forced upon them by circumstances outside their control.
Reputation Modifiers Many adventurers join military organisations for the
chance to travel but many others simply set out on
Reputation their own on a Grand Tour or expedition, learning their
Check Situation Modifier hazardous trade by trial and error.
The character is famous, known far
and wide with either a positive or +10 Races: Adventure runs swiftest in the veins of humankind
negative connotation and it is humans who make up the majority of adventurers,
Non-Player Character is part of the though hybrids come a close second, as neither race is at
character’s professional or social +5 ease when completely settled. Ghosts and vampires may
circle keep following their urges from when they were alive
The character has some small or may seek the way of the adventurer as a substitute
+2
amount of fame or notoriety for mortal life. Elves and dwarves were once used to
adventuring in their own right but find the new methods
The Games Master must decide whether a character’s of doing so increasingly alien, facing with anachronistic
fame or infamy comes into play in a given situation to bow and axe what other adventurers would bring down
affect his reputation. with advanced technology. Cog and gnome adventurers
are rare, though not unknown. Cogs who are capable of
overcoming all of the challenges that adventuring presents
The Adventurer are rarely built, simply due to the complexity and expense
of creating such a design. Gnomes, while nimble, find
The world is an exciting place outside the secure walls
of the Empire; the untamed colonies offer endless that their fragile frames are less than suitable for a life of
opportunities, as do the lands inside the Empire danger and peril.
itself. Adventurers are those characters who trade the
comfortable trappings of civilisation for rough living in Vocations: Combatant, hunter, explorer, pilot.
the wild, the unexplored, the unusual and the just plain
dangerous. Adventurers are the strapping heroes to whom Other Classes: Adventurers and scoundrels get along
people turn when there is a problem that refuses to go surprisingly well, given their mutual inclination to live
away; they confidently tackle difficulties and smile in outside normal society. Geniuses rely on adventurers
the face of danger, somehow arriving just in the nick of either to test their theories or guide them through
time to save the day. The adventurer’s life calls to those dangerous terrain. Adventurers know that they can never
who crave excitement, challenge and meaning in an command the power of magic and psychic phenomena as

32
141.157.188.166
easily as occultists can and thus maintain a wary respect By the Bootstraps
for them. Investigators and nobles are representative of Adventurers are known for their ability to succeed when
what the adventurer finds distasteful in society, although everyone thought they would fail. When a roll fails to
investigators are made slightly more favourable by their meet the target DC (or the opponent’s result, in the case
more dynamic pursuits and focus. of an opposed roll) by 5 points plus the adventurer’s Int
modifier (if positive) he can spend one action point and
Game Rule Information consider the action a flat-out success, instead of the usual

CLASSES & VOCATIONS


Adventurers have the following game statistics: procedure of adding action point dice to the roll result.
This success is, however, considered a marginal one with
Abilities: Dexterity and Strength are the most important reduced effects. This must be played out at the Games
abilities for an adventurer as he will be involved in Master’s discretion; a barely achieved attack roll might
many physical activities, combat being but one of them. inflict the minimum possible damage, for example.
Constitution helps him by providing additional hit
points as well as granting a greater chance of surviving Talent/Trait
unfavourable conditions, such as the hostile climates At 5th level and every three levels thereafter (8th, 11th,
through which he will have to travel in the course of his 14th and so on) the adventurer selects a talent from the
many adventures. Of the mental abilities, Wisdom serves following vocation trees: combatant, explorer, hunter or
the adventurer best, for it makes him alert and aware of pilot. If the entry in the table states that the character can
his surroundings. select a talent or a trait, he can choose instead to select
a trait from the Feat and Traits chapter (see pg. 104).
Hit Die: d10. Some trees have a set order that must be followed, while
others provide a list from which to choose. So long as the
Action Points: Adventurers gain a number of action character qualifies, he can select freely from any and all
points equal to 5 + one-half their character level, rounded class vocation talent trees. No talent can be selected more
down, at 1st level and every time they attain a new level in than once unless expressly indicated.
this class.
Bonus Feat
At 5th level and every five levels thereafter (10th, 15th, and
Class Skills 20th), the adventurer gains a bonus feat. This feat must be
The adventurer’s class skills (and the key ability for each selected from the following list, plus the feats added to this
skill) are Balance (Dex), Climb (Str), Craft (Int), Escape list by the character’s starting vocation. The adventurer
Artist (Dex), Handle Animal (Cha), Intimidate (Cha or must also meet any prerequisites:
Str), Jump (Str), Knowledge (earth and life sciences) (Int),
Knowledge (local) (Int), Profession (Wis), Ride (Dex), Acrobatic, Agile, Athletic, Nimble, Diehard, Great
Search (Int) and Swim (Str). Fortitude, Improved Damage Threshold, Lightning
Reflexes, Run, Toughness.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier. Heroic Surge
The adventurer can tap hidden resources of energy when
Class Features the situation demands it. The character may take an extra
All of the following are class features of the adventurer. move action or standard action in a round, either before
or after the character’s regular actions. The character may
Starting Feats use Heroic Surge a number of times per day depending on
In addition to the feat all characters get at 1st level, an his character level (as shown below) but never more than
adventurer begins play with the following feats: Armour once per round.
Proficiency (light), Armour Proficiency (medium), Simple
Weapon Proficiency, Pistols Firearm Proficiency and Character Level Times per Day
Improved Unarmed Strike. 7th – 8th 1
9th – 12th 2
Starting Vocation 13th – 16th 3
At 1st level, the character chooses a vocation from one of 17th – 20th 4
the following: combatant, explorer, hunter or pilot. He
gains the vocation’s starting feats, adds the vocation’s The Devil’s Own
additional class skills to his class skill list, adds the They say that the Hells look after their own. It is certainly
vocation’s bonus feats to his bonus feat list (see below), true that adventurers develop devilish luck during their
gains the listed bonus to his starting Wealth bonus and death-defying careers. Whenever failure would spell a
chooses a talent from that vocation tree. disastrous result, the character can spend an action point
to re-roll the dice. Applicable situations here include an

33
141.157.188.166
The Adventurer
Base Attack Fort Ref Will
Level Bonus Save Save Save Special DV Reputation
1 +1 +0 +2 +0 Starting Vocation +1 +0
2 +2 +0 +3 +0 By the Bootstraps +2 +0
3 +3 +1 +3 +1 - +2 +1
4 +4 +1 +4 +1 - +3 +1
CLASSES & VOCATIONS

5 +5 +1 +4 +1 Talent or Trait, Bonus Feat +3 +1


6 +6/+1 +2 +5 +2 - +3 +2
7 +7/+2 +2 +5 +2 Heroic Surge +4 +2
8 +8/+3 +2 +6 +2 Talent or Trait +4 +2
9 +9/+4 +3 +6 +3 - +5 +3
10 +10/+5 +3 +7 +3 Bonus Feat +5 +3
11 +11/+6/+1 +3 +7 +3 Talent or Trait +5 +3
12 +12/+7/+2 +4 +8 +4 - +6 +4
13 +13/+8/+3 +4 +8 +4 The Devil’s Own +6 +4
14 +14/+9/+4 +4 +9 +4 Talent or Trait +7 +4
15 +15/+10/+5 +5 +9 +5 Bonus Feat +7 +5
16 +16/+11/+6/+1 +5 +10 +5 - +7 +5
17 +17/+12/+7/+2 +5 +10 +5 Talent or Trait +8 +5
18 +18/+13/+8/+3 +6 +11 +6 - +8 +6
19 +19/+14/+9/+4 +6 +11 +6 Calm Under Duress +9 +6
20 +20/+15/+10/+5 +6 +12 +6 Talent or Trait, Bonus Feat +9 +6

The trek through the tunnels was just as ugly as


Adventurer Vocations
The following are the available vocations for the
Jerrek had feared it would be. When they were not
adventurer class.
being attacked by more of those ironrats, they were
running afoul of traps and pitfalls left by the orcs.
This was one well-warded set of sewers. He had Hunter Vocation
to admit, reluctantly, that the orcs were continuing Hunters specialise in tracking prey and taking it down.
to surprise him with how well they had organized They like the thrill of pursuit and the challenge of pitting
their defences. their wits against both nature and the skills of their
quarry.
Between the false trails and death traps, it had been
far too easy to get lost down here. He gave silent Bonus Starting Feats: Martial Weapon Proficiency,
thanks for the harsh life he had led in the slums of Musket Firearms Proficiency, Track.
Magadoth. The tracking and avoidance lessons he Additional Class Skills: Survival, Knowledge (earth and
learned in that bombed-out hole were serving him life sciences).
in good stead here. Additional Bonus Feats: Guide, Stealthy, Dead Aim, Far
Shot, Improved Critical, Point Blank Shot.
Preferred Professions: Guide, big game hunter, hunt
automatic miss in combat, checks that have disastrous leader, bounty hunter.
effects by missing the DC by a certain amount (such as Wealth: +1.
triggering a bomb while attempting to defuse it) or rolling
within a machine’s malfunction threshold. Talents
Favoured Prey: A hunter may select a type of creature
Calm Under Duress from among those given on the Hunter Favoured Prey
A life of adventuring gives the character a rock-steady table below. The hunter gains a +2 bonus on Bluff, Listen,
hand and nerves of steel. The character can take 10 Sense Motive, Spot and Survival checks when using these
on a number of skill checks regardless of circumstance. skills against creatures of this type. Likewise, he gets a +2
The applicable skills are Balance (Dex), Climb (Str), bonus on weapon damage rolls against such creatures.
Jump (Str), Knowledge (earth and life sciences) (Int),
Knowledge (local) (Int), Pilot (Dex), Profession (Wis), If the hunter chooses humanoids or outsiders as a favoured
Ride (Dex), Search (Int) and Swim (Str). enemy, he must also choose an associated subtype, as
indicated on the table. If a specific creature falls into more
than one category of favoured enemy, the hunter’s bonuses

34
141.157.188.166
do not stack; he simply uses whichever Hunter Favoured Prey Table day equal to the character’s Wisdom
bonus is higher. Type (Subtype) bonus.
Animal
An adventurer can select this talent Lay of the Land: By climbing to
Construct
multiple times; each time, the hunter may higher ground and spending 10 minutes
select an additional species of favoured Dragon studying his surroundings, the character
prey from those given on the table. In Elemental gains knowledge of the territory. He

CLASSES & VOCATIONS


addition, with each such selection, the Fey gains knowledge of as many as three
bonus against any one favoured enemy Giant facts from among the following
(including the one just selected, if so Humanoid (aquatic) subjects: the ground or terrain, plants,
desired) increases by 2. Humanoid (dwarf ) minerals, bodies of water, people,
Humanoid (elf ) general animal population, presence
Trackless Step: Upon selecting this Humanoid (goblinoid) of woodland creatures, presence of
talent, a hunter leaves no trail in natural Humanoid (gnoll) powerful unnatural creatures or even the
surroundings and cannot be tracked. He Humanoid (human) general state of the natural setting. In
may choose to leave a trail if so desired. outdoor settings, the character learns the
Humanoid (orc)
information of the territory in a radius of
Humanoid (reptilian)
Swift Tracker: With this talent, a one mile per character level. In natural
hunter can move at his normal speed Magical beast underground settings (caves, caverns and
while following tracks without taking Monstrous humanoid the like) the radius is limited to 100 feet
the normal –5 penalty. He takes only Outsider (air) per character level. This talent does not
a –10 penalty (instead of the normal Outsider (chaotic) function where nature has been replaced
–20) when moving at up to twice normal Outsider (earth) by construction or settlements.
speed while tracking. Outsider (evil) Prerequisites: Unerring Direction,
Outsider (fire) Favoured Terrain.
Camouflage: A hunter with this talent Outsider (good)
can use the Hide skill in any sort of Outsider (lawful) Natural Linguist: With this talent, the
natural terrain, even if the terrain does Outsider (native) adventurer becomes a master linguist.
not grant cover or concealment. Whenever the character encounters a
Outsider (water)
Prerequisite: Trackless Step. new language, either spoken or written,
Undead
he can make an Intelligence check to
Hunter’s Sense: The character chooses Vermin determine if he can understand it. The
one of his weapons with which he is check is made with a bonus equal to the
proficient. Whenever he uses that type of weapon, character’s adventurer level + the character’s Intelligence
his critical damage multiplier counts as one higher; x2 modifier. For a written language, the bonus applies to
becomes x3 and so on. a Decipher Script check instead. The DC for the check
Prerequisite: Favoured Prey. depends on the situation: DC 15 if the language is in the
same group as a language that the hero already has as a
Explorer Vocation Read/Write Language or Speak Language skill; DC 20 if
Explorers itch with wanderlust. They are always the language is unrelated to any other languages the hero
wondering what lies beyond the next hill and continually knows; and DC 25 if the language is ancient or unique.
push the boundaries of all maps, seeking to chart the next With this special ability, an adventurer can glean enough
frontier. meaning from a conversation or document to ascertain the
basic message. However, this ability in no way simulates
Bonus Starting Feats: Endurance, Diehard, Martial an actual ability to converse fluently, or read and write
Weapon Proficiency. competently, in a given language.
Additional Class Skills: Knowledge (geography), Prerequisite: Must know at least three different
Navigate, Survival. languages.
Additional Bonus Feats: Animal Affinity, Guide, Iron
Will, Renown. Favoured Terrain: An explorer may select a type of terrain
Preferred Professions: Guide, cartographer, navigator, from among those given on the Explorer Favoured Terrain
caravan leader, teamster. Table below. The explorer gains a +2 bonus on Navigate,
Wealth: +0. Handle Animal, Knowledge, Move Silently and Survival
checks when using these skills in his favoured terrain.
Talents An adventurer can select this talent multiple times; each
Unerring Direction: The character has an innate sense time, the explorer may select an additional favoured
of direction. By concentrating for one minute they can terrain from those given on the table. In addition, with
determine where true north lies in relation to their current each such selection, the bonus in any one favoured terrain
position. This talent may be used a number of times per
35
141.157.188.166
(including the one just selected, if so Explorer Favoured Terrain Bonus Feat: The character can select
desired) increases by 2. Type a bonus feat but it must be from the
following list: Cleave, Combat Expertise,
Cold Aquatic
Sure Stride: An explorer may move Dodge, Far Shot, Improved Grapple,
Cold Desert
through any sort of undergrowth (such Improved Knockout Punch, Improved
as natural thorns, briars, overgrown areas Cold Forest Overrun, Improved Trip, Improved
and similar terrain) at his normal speed Cold Hills Sunder, Improved Two-Weapon
and without taking damage or suffering Cold Marshes Fighting, Knockout Punch, Point Blank
CLASSES & VOCATIONS

any other impairment. However, thorns, Cold Mountains Shot, Power Attack, Precise Shot, Rapid
briars and overgrown areas that are Cold Plains Shot, Shot on the Run, Skip Shot, Spring
enchanted or magically manipulated to Temperate Aquatic Attack, Streetfighting, Two-Weapon
impede motion still affect him. Temperate Desert Fighting, Weapon Finesse, Weapon
Prerequisite: Favoured Terrain. Temperate Forest Focus, Whirlwind Attack.
Temperate Hills
Combatant Vocation Temperate Marshes Tactician: The combatant learns to
There is no greater thrill than fighting formulate battle plans. This can only
Temperate Mountains
for one’s own life, or so the combatant be done if the character and his allies
Temperate Plains
believes. He seeks adventure by the have control over when the combat
Warm Aquatic starts. For example, if he is leading
muzzle of a firearm or the tip of a sword, Warm Desert
learning new ways to fight and improve a group through the ruins of an old
Warm Forest factory, he could formulate a battle
his combat abilities. Some combatants
Warm Hills plan for bursting through a door and
fight because they have no choice.
Warm Marshes attacking the occupants of a room. On
The world has become too violent and
violence is all the combatant knows. In Warm Mountains the other hand, if the characters and
a world gone mad with steel and smoke, Warm Plains his allies are defending a room and are
fighting is the only thing some people attacked unexpectedly, no battle plan is
have left. possible. The battle plan takes a full-round action for the
combatant to communicate to his allies. When combat
Bonus Starting Feats: Armour Proficiency (heavy), starts, the character makes an Initiative check with a +4
Martial Weapon Proficiency, Musket Weapon Proficiency, circumstance bonus for the battle plan. All his allies act
Shield Proficiency. on the initiative score rolled by the character.
Additional Class Skills: Knowledge (tactics).
Additional Bonus Feats: Agile Riposte, Blind-Fight, Pilot Vocation
Cleave, Combat Expertise, Dead Aim, Dodge, Drive- In an age where inventors create new machines and new
By Attack, Exotic Weapon Proficiency, Far Shot, Great vehicles on a weekly basis, somebody has to test them, and
Cleave, Greater Two-Weapon Fighting, Greater Weapon ultimately drive them. The pilot delights on the challenge
Focus, Greater Weapon Specialisation, Improved Critical, of controlling these machines, whether they travel by
Improved Disarm, Improved Feint, Improved Grapple, air, sea, ground or pushing the envelope across stranger
Improved Knockout Punch, Improved Overrun, Improved roads. Some pilots fly for the love of flight, while others
Precise Shot, Improved Trip, Improved Sunder, Improved have been ‘volunteered’ and fear for their lives every time
Two-Weapon Fighting, Knockout Punch, Mounted someone straps them into the latest device.
Combat, Mounted Firing, Point Blank Shot, Power
Attack, Precise Shot, Quick Draw, Rapid Reload, Rapid Bonus Starting Feats: Use Amazing Device.
Shot, Ride-By Attack, Shot on the Run, Skip Shot, Spring Additional Class Skills: Drive (Dex), Pilot (Dex).
Attack, Streetfighting, Trample, Two-Weapon Defence, Additional Bonus Feats: Focused, Gearhead, Vehicle
Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Expert.
Weapon Specialisation, Whirlwind Attack. Preferred Professions: Pilot, chauffeur, captain, race
Preferred Professions: Soldier, mercenary, guard, street driver.
fighter, pugilist. Wealth: +2.
Wealth: +1.
Talents
Talents Steady Hands: A pilot knows that a steady hand on the
Take Cover: The combatant knows how ranged weapons wheel, helm or control stick is all that keeps him from a
behave and uses this knowledge to protect himself. When precipitous disaster and costly repairs. With this talent, he
the character takes cover, the applicable bonuses to can take 10 on all Drive and Pilot checks for performing
Defence and to Reflex saving throws increase by +2 when manoeuvres.
he has one-quarter, one-half, three-quarters or nine-tenths
cover. Second Legs: The character chooses a specific vehicle (not
a vehicle type) with which he has worked consistently; the
36
141.157.188.166
CLASSES & VOCATIONS
vehicle becomes so familiar to the pilot as if it were a
second pair of legs. The character gains a +2 to all Drive
The Genius
The dusty smells of libraries or the greasy, metallic tang of
and Pilot checks with that specific vehicle and has a -10
workshops are the aromas of home to the genius. Gifted
modifier on all malfunction effect rolls. A character can
with great intelligence, a genius pushes the boundaries of
choose this talent multiple times; each time it is taken, it
knowledge and its application to become a standard-bearer
applies to an additional vehicle. If the vehicle is lost or
at the vanguard of the age of steam. The term ‘scientist’ is
destroyed beyond hopes of repair, the character can choose
barely sufficient to apply to the theorists, researchers and
a new vehicle.
relentless builders who never stop asking questions, nor
Prerequisite: Steady Hands.
cease to imagine possibilities for a better world through
science and technology. It is also to these lunatics obsessed
Quick Repair: The pilot knows precisely where to kick his
with metal, machines, and ‘progress’ that responsibility for
vehicle to get it going again. He has a +5 bonus to Repair
the destruction of the natural world and the slow death of
checks using the Jury-Rig skill, which he can perform as a
magic ultimately falls, making them hated, feared and in
standard action with this talent. As a normal jury-rig (see
some places hunted for their crimes against existence.
the Repair skill) the repair lasts until the end of the scene
or encounter, where any malfunction or critical damage
Adventures: Geniuses feel right at home in the hallowed
effect resumes. The hit or structure points restored to a
halls of academia as well as in their cluttered studios and
vehicle by a jury-rig are temporary hit or structure points
laboratories but they also feel a burning need to explore
and disappear at the end of the encounter.
and set their theories against external reality. Scholars and
Prerequisite: Steady Hands, Second Legs.
inventors are not always keen on setting out away from
Push the Envelope: The pilot is so familiar with his their work places, although they must do so if they want
machine that he can push it beyond its own limits. The to test a theory or new invention in the field. Medics and
character chooses a specific vehicle, which must be one field scientists are much more likely to go out to test their
for which he already possesses the Second Legs talent. education against the hardships of adventuring life. Any
Whenever he controls that vehicle, he adds an additional adventure carries an element of risk for geniuses, since the
10 feet to its base speed per point of the pilot’s Dexterity world outside is not always a welcoming place for them.
modifier. The vehicle also gains additional temporary hit Some seek to kidnap them and exploit their knowledge,
points or structure points equal to the pilot’s Intelligence others to flay them alive for what they have done to the
modifier, to a minimum of 8. earth.
Prerequisite: Steady Hands, Second Legs.
37
141.157.188.166
Characteristics: Geniuses devote all their capacity to
their field of study and experimentation, exploring the
Class Features
All of the following are class features of the genius.
darkest corners of science and technology to emerge with
skills that rival magic and which they can offer to society
Starting Feats
as a whole for the benefit of progress.
In addition to the feat all characters get at 1st level, a genius
begins play with the following feats: Simple Weapon
Background: All geniuses have some sort of education,
Proficiency and Pistols Firearms Proficiency.
which may be formal attendance at an academy or years
CLASSES & VOCATIONS

of practice in a mechanic’s workshop. Whatever the case,


Starting Vocation
a genius has had the chance to stumble upon his field of
At 1st level, the character chooses a vocation from one of
practice and to throw himself passionately into it.
the following: inventor, field scientist, medic or scholar.
He gains the vocation’s starting feats, adds the vocation’s
Races: Both gnomes and humans contantly seek to break
additional class skills to his class skill list, adds the
the boundaries of the natural world with completely
vocation’s bonus feats to his bonus feat list (see below),
unnatural tools; while other races are too complacent
gains a bonus to his starting Wealth bonus and chooses a
in their current state of existence to try to look beyond
talent from that vocation tree.
accepted lore. Some dwarves seek to imitate human
progress and become geniuses themselves, while revenants
Talent/Trait
may continue the academic pursuits of their previous lives,
At 2nd, 5th, 7th, 10th, 12th, 15th, 17th and 20th levels, the
though they lack the puissance of the wild, human heart.
genius selects a talent from the following vocation trees:
inventor, field scientist, medic or scholar. If the entry in
Vocations: Inventor, field scientist, medic, scholar.
the table states that the character can select a talent or a
trait, he can select a trait from the Feat and Traits chapter
Other Classes: As long as another person is willing to test
(see pg. 104). Some trees have a set order that must be
out the genius’ latest idea, or accept the feasibility of his
followed, while others provide a list to choose from. As
speculations, he is a friend. Geniuses are too caught up in
long as the character qualifies, he can select freely from
their own world to have a bad relationship with anyone,
any and all class vocation talent trees. No talent can be
although they find the typical noble’s disinterest in science
selected more than once unless expressly indicated.
irksome.
Savant
Game Rule Information Select one of the skills listed in the following paragraph.
Geniuses have the following game statistics: The genius is entitled to add a bonus equal to his genius
level when making checks with that skill. A genius can
Abilities: Intelligence is the most important ability for take this talent multiple times; each time it applies to a
a genius, for it sets the limit on the level of learning that different skill.
he can achieve. Wisdom is another important ability as
some of the skills he requires use Wisdom as a key ability, Craft (any single skill), Decipher Script, Disable Device,
particularly those employed in the medic vocation. On Forgery, Investigate, Knowledge (any single skill),
a practical note, Dexterity is important to avoid the Navigate, Repair, Research, Search.
occasional explosion and present less of a target during
tight situations in the field. Bonus Feat
At 4th, 8th, 12th, 16th and 19th levels, the genius gains a bonus
Hit Die: d4. feat. This feat must be selected from the following list,
plus the feats added to this list by the character’s starting
Action Points: Geniuses gain a number of action points vocation and the genius must meet any prerequisites.
equal to 5 + one-half their character level, rounded down,
at 1st level and every time they attain a new level in this Attentive, Builder, Dodge, Studious, Combat Expertise,
class. Iron Will, Renown, Skill Focus, Toughness.

Class Skills Minor Breakthrough


The genius’s class skills (and the key ability for each skill) Upon attaining 9th level, a genius receives credit for a minor
are Concentration (Con), Craft (Int), Decipher Script scientific breakthrough that earns him the recognition
(Int), Drive (Dex), Investigate (Int), Knowledge (Int), of his peers. The genius chooses one of the following
Listen (Wis), Pilot (Dex), Profession (Wis), Research (Int) Knowledge skills: behavioural sciences, earth and life
and Search (Int). sciences, physical sciences or technology. When dealing
with others with at least 1 rank in the same Knowledge
Skill Points at 1st Level: (8 + Int modifier) x 4. skill, the Genius gains a +2 bonus on Reputation checks.
Skill Points at Each Additional Level: 8 + Int modifier. This minor breakthrough also provides the Genius with a
+3 Wealth bonus increase.
38
141.157.188.166
The Genius
Level Base Attack Fort Ref Will Special DV Reputation
Bonus Save Save Save
1 +0 +0 +0 +2 Starting Vocation +0 +1
2 +1 +0 +0 +3 Talent or Trait +1 +2
3 +1 +1 +1 +3 Savant +1 +2

CLASSES & VOCATIONS


4 +2 +1 +1 +4 Bonus Feat +1 +2
5 +2 +1 +1 +4 Talent or Trait +2 +3
6 +3 +2 +2 +5 – +2 +3
7 +3 +2 +2 +5 Talent or Trait +2 +3
8 +4 +2 +2 +6 Bonus Feat +3 +4
9 +4 +3 +3 +6 Minor Breakthrough +3 +4
10 +5 +3 +3 +7 Talent or Trait +3 +4
11 +5 +3 +3 +7 – +4 +5
12 +6/+1 +4 +4 +8 Talent or Trait, Bonus Feat +4 +5
13 +6/+1 +4 +4 +8 Savant +4 +5
14 +7/+2 +4 +4 +9 Major Breakthrough +5 +6
15 +7/+2 +5 +5 +9 Talent or Trait +5 +6
16 +8/+3 +5 +5 +10 Bonus Feat +5 +6
17 +8/+3 +5 +5 +10 Talent or Trait +6 +7
18 +9/+4 +6 +6 +11 – +6 +7
19 +9/+4 +6 +6 +11 Bonus Feat +6 +7
20 +10/+5 +6 +6 +12 Talent or Trait +7 +8

Major Breakthrough When they came to the third set of short-fuse bomb
At 14th level, the genius receives acclaim for a truly traps, Jerrek felt a pang of sorrow for his absent
prodigious advancement of science. He gains a +2 bonus gnome friend again. She could have dealt with
on Reputation checks when dealing with individuals who these things a lot more elegantly than Thurdin was
have at least 1 rank in any of the following Knowledge doing. No disrespect to the dwarf; he was doing
skills: behavioural sciences, earth and life sciences, physical a good job keeping them all intact, sure enough.
sciences or technology. This bonus stacks with the bonus Still, if Merial had been alive, she would have found
provided by the minor breakthrough ability. This major a way not only to disable these damnable things but
breakthrough also provides the Genius with a +3 Wealth also to salvage them for later use. Jerrek knew they
bonus increase. would need all the firepower they could get once
they made it to the factory and these bombs would
Genius Vocations have been a welcome addition to the charge they
were packing.
These are the vocations for the genius class:
That was the difference between a journeyman and
Inventor Vocation a true genius, he supposed. Thurdin was getting
The inventor seeks to create that which has not been the job done but Merial would have succeeded
created before, to build something that no one thought with style.
could be built. Inventors are always tinkering with
machines, seeking to create the next great breakthrough in
technological advancement. Talents
Jury-Rigger: With the expenditure of one action point,
Bonus Starting Feats: Master Artisan, one Item Creation the character can alter a repair performed by the jury-
feat. rig application of the Repair skill so that it becomes
Additional Class Skills: Disable Device (Int), Repair permanent instead of temporary.
(Int).
Additional Bonus Feats: Gearhead, Build Structures, Salvage Machine: The character can take apart any
Build Vehicles, Craft Automata, Craft Equipment, Craft machine to keep spare parts for other projects. With a
Personal Weapons, Craft Vehicle and Artillery Weapons. successful Craft (mechanical) check with a DC depending
Preferred Professions: Mechanic, engineer, tinker, on the complexity of the machine he is taking apart, the
clockmaker, technician. character gains 1 salvage point for every full 4 Hit Dice or
Wealth: +2. Structure Dice or for every 5 hit points or structure points
the machine had when fully functional. The salvaged

39
141.157.188.166
machine or item ceases to exist as such, as it has just Stores of Knowledge
been taken apart. The inventor can store as many salvage DC Type of Knowledge
points as he wishes, provided he has a suitable workroom
10 Common, known by at least a substantial
to store them in. Salvage points act like treasure points
minority; common legends of the local
(see the Equipment and Wealth chapter) towards paying
population.
for the raw materials to use for any Craft skill, including
20 Uncommon but available, known by only
the raw materials for amazing machines.
a few people.
CLASSES & VOCATIONS

Master Artisan: The character gains another Master 25 Obscure, known by few, hard to come by.
Artisan feat, increasing the bonus for mastercraft items he 30 Extremely obscure, known by very few,
makes by +1. He can only make mastercraft items with a possibly forgotten by most who once knew
maximum +3 bonus. it, possibly known only by those who do
not understand the significance of the
Workshop: The inventor has his own workshop with knowledge.
enough room to build, house and maintain a Huge
machine, two Large machines, eight Medium machines ranks in Knowledge (history), he gains a +2 bonus on this
or any number of smaller ones. The workshop is in a check.
location of the inventor’s choosing. The character can
select this talent more than once; each time it is selected, A successful Stores of Knowledge check will not reveal
it increases the size and number of machines he can build the powers of a magic item or amazing machine but may
in it by one size category. give a hint as to its general function. A scholar may not
take 10 or take 20 on this check; this sort of knowledge is
Scholar Vocation essentially random.
Scholars wish to uncover everything there is to know
Linguist: This talent functions as the natural linguist
about any subject you care to mention. They dedicate
talent for the hunter (explorer) class.
their lives to uncovering the secrets of ancient civilisations,
lost animal species, the hidden language of the stars and all
Secret Uncovered: Every time the character takes this
other scientific, archaeological, zoological and botanical
talent, he chooses one secret from the table below. His
pursuits. Where the inventor builds, the scholar theorises,
level plus his Intelligence modifier determines the total
but they both dream the same.
number of secrets he can choose. He cannot choose the
same secret twice.
Bonus Starting Feats:
Skill Focus (any).
Additional Class Skills: Secret Uncovered Field Scientist
Level + Int
Diplomacy (Cha),
Modifier Secret Effect
Vocation
Forgery (Int), Sense Science is not only
Motive (Wis). 1 Instant mastery 4 ranks of a skill in
studied at home in a
Additional Bonus Feats: which the character
quiet library or a busy
Educated, Negotiator, has no ranks
workshop but also in the
Studious. 2 Secret health +3 hit points great outdoors, where
Preferred Professions: 3 Secrets of inner +2 bonus on Will many truths lie waiting
Professor, tutor, alienist, strength saves for any student willing
researcher, dean. 4 The lore of true +2 bonus on to go and find them.
Wealth: +2. stamina Fortitude saves Field scientists are half
5 Secret +2 bonus on Reflex adventurers and half
Talents knowledge of saves scholars, willing to go
Stores of Knowledge: avoidance out and brave dangers
A scholar may make 6 Weapon trick +1 bonus on attack in order to uncover the
a special Stores of rolls truth.
Knowledge check with a 7 Dodge trick +1 dodge bonus to
bonus equal to his genius AC Bonus Starting Feats:
level + his Intelligence 8 Applicable Any one feat except Armour Proficiency
modifier to see whether knowledge Magic Discipline (medium), proficient
he knows some relevant and Psychic feats with one martial
information about 9 Secret of Bonus language weapon.
notable local people, communication Additional Class Skills:
legendary items or Climb (Str), Navigate
10 Secret of the One Psychic feat
noteworthy places. If (Int), Survival (Wis),
mind
the scholar has 5 or more Tumble (Dex), Use
40
141.157.188.166
CLASSES & VOCATIONS
Rope (Dex). Special tools, weapons, mechanical devices and more
Additional Bonus Feats: Acrobatic, Deft Hands, Elusive can be built with Scientific Improvisation. It takes
Target, Exotic Weapon Proficiency, Run. a full-round action to make an object with Scientific
Preferred Professions: Guide, archaeologist, Improvisation. The object, when put into use, lasts for a
anthropologist, interpreter. number of rounds equal to the character’s genius level or
Wealth: +1. until the end of the current encounter, at which point it
breaks down. It cannot be repaired.
Talents
Smart Defence: A field scientist applies his Intelligence Skill Mastery: The field scientist selects a number of skills
bonus and his Dexterity bonus to his Defence. Any from his class list equal to 3 + his Intelligence modifier.
situation that would deny the field scientist his Dexterity When making a skill check using one of these skills, the
bonus to Defence also denies the Intelligence bonus. field scientist may take 10 even if stress and distractions
would normally prevent him or her from doing so.
Scientific Improvisation: A field scientist gains the
ability to improvise solutions using common objects and Smart Survival: A field scientist can spend 1 action point
scientific know-how. This ability lets the field scientist to reduce the damage dealt by a single attack or effect by
create objects in a dramatic situation quickly and cheaply. 5 points.
Such objects do however have a limited duration.
Smart Weapon: The field scientist selects one weapon
By spending 1 action point and combining common with which he is proficient and that he can use with one
objects with a Craft check that corresponds to the function hand. With the selected weapon, the field scientist can
desired, the field scientist can build a tool or device to deal use his Intelligence modifier instead of his Strength or
with any situation. The DC for the Craft check is equal Dexterity modifier on attack rolls.
to 5 + the purchase DC of the object that most closely
matches the desired function. Medic Vocation
The secrets sought by the medic are those related to
Only objects that can normally be used more than once healing wounds and saving lives without the aid of
can be improvised. For example, you could improvise a magic or divine intervention. The medic discovers new
screwdriver, a shovel, a compass or a lamp but not a stick remedies, treatments and therapeutic procedures, fighting
of dynamite. disease and bringing people back to health.
41
141.157.188.166
Bonus Starting Feats: Surgery.
Additional Class Skills: Treat Injury (Wis), Sense Motive
The Investigator
Power resides in many forms and one that has become
(Wis), Survival (Wis).
increasingly important is information. The new age of
Additional Bonus Feats: Medical Expert, Improved
steam has brought an understanding that secrets are a
Damage Threshold, Improved Initiative, Lightning
good thing to possess but an even better thing to crack
Reflexes,
open. Thus, many are drawn to a profession that gives
Windfall.
them the chance to tackle enigmas and riddles and to bring
Preferred Professions: Combat medic, nurse, physician,
CLASSES & VOCATIONS

light to darkness. Enter the investigator, a person who, in


surgeon.
the service of law, crown or the public interest, devotes
Wealth: +3.
his every effort to unravelling mysteries. Investigators
should always remember that with the world becoming
Talents as dark as it is, some secrets are very well guarded and
Healer: Whenever the medic restores hit points to a people determined to keep a secret may also be willing to
patient with a Treat Injury check, he restores an additional kill for one.
1d4 hit points. The character can take this talent more
than once; each time it is taken after the first, he adds Adventures: Investigators are not consumed by a need to
another +1 to the number of hit points he can restore. put their lives on the line; danger springs upon them as
they uncover things that they were meant to leave alone,
Improved Health: The medic has been in contact with so with the clues they follow eventually leading them into
many sources of infection through his travels and research confrontations they would rather avoid or face in the
that he has developed a strong resistance thereunto. He company of others. The only ‘adventures’ for which an
gains a +4 bonus to Fortitude checks against disease and investigator will volunteer always have something to do
+2 against poison. with a secret or a mystery that must be resolved.

First Aid Expertise: The medic is so familiar with his Characteristics: The abilities that investigators develop
vocation that he transcends the need for tools, coping all have something to do with being aware of the smallest
admirably with only primitive or improvised equipment. clue that would lead them to a solution or warn them of
The character only suffers a -2 penalty when making Treat danger; they are alert, insightful and more than a little
Injury checks without a first aid or treat injury kit. tricky. On the other hand, they also learn to lie in order to
Prerequisite: Healer. detect lies and some become particularly good at fooling
others when they want to reach their objectives.
Concoct Medicament: The character can make a
Craft (pharmaceutical) check (DC 20) to create a dose Background: Most investigators find employment with
of medicine capable of restoring ability damage lost to one organisation or another; this may be a police force, a
poison or disease. Brewing one dose of medicine takes crown ministry or any small group interested in knowing
12 hours and heals 1d4 points of ability damage upon the secrets of another. They can also employ themselves,
application. The medicine remains effective for one week of course. An investigator can come from any social
after it has been prepared. stratum; he only needs a keen eye for detail and a fine
Prerequisite: Healer. mind to put collected details together.

Concoct Panacea: The character can make a Craft Races: Depending on vocation, many races take different
(pharmaceutical) check (DC 25) to create a dose of approaches to the role of an investigator. Humans,
medicine capable of restoring levels lost to energy drain. gnomes, and elves are curious by nature and are attracted
Brewing one dose of medicine takes 18 hours and restores by the chance to be nosy for a living; ghosts and vampires
1d4 levels or eliminates 1d4 negative levels. The medicine are ideally suited to some of the tasks of investigating,
remains effective for one week after it has been prepared. where their racial talents could come in useful. Hybrids
Prerequisite: Healer, Concoct Medicament. make good manhunters, while cogs are relentless. Dwarves
may be the least inclined to become investigators, but their
Miraculous Recovery: A medic can save the life of a legendary stubbornness can be applied with advantage to
character reduced to –10 hit points or lower. If the medic the dogged pursuit of the truth.
is able to administer aid within 3 rounds of the character’s
death, he can make a Treat Injury check. The DC for Vocations: Constable, consulting detective, intelligencer,
this check is 30 and the field medic cannot take 10 or journalist.
take 20. If the check succeeds, the dead character can
make a Fortitude saving throw (DC 15) to stabilise and be Other Classes: Investigators have a certain antipathy
restored to 0 hit points. If the medic fails the skill check towards occultists, who are characteristically abstruse and
or the patient fails the saving throw, the dead character fond of concealing secrets. They are prepared to overcome
cannot be saved. this when necessary, however, as psychic and magical
Prerequisite: Healer, First Aid Expertise, Treat Injury 12 talents come in very handy when learning about hidden
ranks.
42
141.157.188.166
The Investigator
Base Attack Fort Ref Will
Level Bonus Save Save Save Special DV Reputation
1 +0 +0 +2 +2 Starting Vocation +1 +0
2 +1 +0 +3 +3 Eye for Details +2 +0
3 +2 +1 +3 +3 Bonus Feat +2 +1

CLASSES & VOCATIONS


4 +3 +1 +4 +4 – +3 +1
5 +3 +1 +4 +4 Talent or Trait +3 +1
6 +4 +2 +5 +5 Bonus Feat +3 +2
7 +5 +2 +5 +5 Discern Lies +4 +2
8 +6/+1 +2 +6 +6 Talent or Trait +4 +2
9 +6/+1 +3 +6 +6 Bonus Feat +5 +3
10 +7/+2 +3 +7 +7 – +5 +3
11 +8/+3 +3 +7 +7 Talent or Trait +5 +3
12 +9/+4 +4 +8 +8 Bonus Feat +6 +4
13 +9/+4 +4 +8 +8 Web of Contacts +6 +4
14 +10/+5 +4 +9 +9 Talent or Trait +7 +4
15 +11/+6/+1 +5 +9 +9 Bonus Feat +7 +5
16 +12/+7/+2 +5 +10 +10 – +7 +5
17 +12/+7/+2 +5 +10 +10 Talent or Trait +8 +5
18 +13/+8/+3 +6 +11 +11 Bonus Feat +8 +6
19 +14/+9/+4 +6 +11 +11 Sixth Sense +9 +6
20 +15/+10/+5 +6 +12 +12 Talent or Trait +9 +6

matters. Scoundrels are the bane of investigators and are Drive (Dex), Handle Animal (Cha), Knowledge (politics)
almost the sole reason why the class exists, for the crimes (Int), Listen (Wis), Profession (Wis), Research (Int), Ride
of the former fuel the passion of the latter. Investigators (Dex), Search (Int), Sense Motive (Wis) and Spot (Wis).
have a guarded opinion of nobles but enjoy a much more
open relationship with adventurers, who often share their Skill Points at 1st Level: (4 + Int modifier) x 4.
interests (although from a more sanguine perspective) Skill Points at Each Additional Level: 4 + Int modifier.
and also with geniuses, who are also experts at rooting
out information, though in their case it is wrested from Class Features
nature herself. All of the following are class features of the investigator.

Game Rule Information Starting Feats


Investigators have the following game statistics: In addition to the feat all characters get at 1st level, an
investigator begins play with the following feats: Armour
Abilities: Wisdom is of the utmost importance to Proficiency (light), Armour Proficiency (medium), Simple
investigators, for it makes them more keenly aware of their Weapon Proficiency and Pistols Firearm Proficiency.
surroundings and provides a flash of inspiration when
cold reason fails. Dexterity is also desirable if they are to Starting Vocation
take a more active part in any pursuit, while Intelligence At 1st level, the character chooses a vocation from one of
gives them the cerebral tools of knowledge and analysis. the following: constable, consulting detective, intelligencer
Those who like to interact with others find Charisma or journalist. He gains the vocation’s starting feats, adds
useful but its level of applicability will vary from character the vocation’s additional class skills to his class skill list,
to character, depending on their personal inclinations. adds the vocation’s bonus feats to his bonus feat list (see
below), gains a bonus to his starting Wealth bonus and
Hit Die: d8. chooses a talent from that vocation tree.

Action Points: Investigators gain a number of action Eye for Details


points equal to 5 + one-half their character level, rounded The investigator becomes very aware of his surroundings
down, at 1st level and every time they attain a new level in and it is unusual for him to miss a clue. He can add his
this class. Will saving throw bonus to Investigate, Search and Spot
checks when he is in a scene where a crime or another
Class Skills important event has occurred.
The investigator’s class skills (and the key ability for each
skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha),
43
141.157.188.166
Web of Contacts
Gearbolt trundled along behind the others,
The character gains the Contacts trait (see page 130).
weighed down by the heavy bomb that no one else
If he already has it or acquires it later, he gains a +2 to
in the group wanted to carry. In a way, he could not
the level check in order to receive a favour or piece of
blame them. By his calculations, only the hybrid
information.
would have been able to survive the initial blast of
the device and that was now a defunct outcome.
Sixth Sense
He understood in theory that his survival was not
The character has an innate ability to sense trouble in the
CLASSES & VOCATIONS

as important to the others as was their own but he


air. He can make a Will saving throw (DC 15) and on a
was, personally, quite attached to sentience. Having
successful save, has a hunch that everything is all right or
achieved it at the early age of four months after
has a bad feeling about a specific situation, based on the
construction, he was one of the oldest operational
Games Master’s best guess relating to the circumstances.
cogs in existence. That made him feel important
This talent is usable a number of times per day equal to
and more than that, it made him valuable. The
the character’s investigator level.
intelligence he represented was worth more than
all these organic creatures combined, which was
why it annoyed him so much to have such a large, Investigator Vocations
unshielded thermal core strapped to his back. These are the vocations for the investigator class:

Still, he had to press on. The others needed him,


especially the dwarven engineer. He was quite
Constable Vocation
A constable is in charge of keeping law in the streets,
certain that without his sound advice and assistance,
alert to any disturbance, so that he might quickly address
the well-meaning but somewhat mechanically inept
it for the benefit of all. A constable may have official
organic named ‘Thurdin’ would be completely lost
recognition from due authority or, as is the case in some
down here.
areas, be a freelance marshal paid by the people to play
the role.
Bonus Feat
At 3rd level and every three levels thereafter (6th, 9th, 12th Bonus Starting Feats: Armour Proficiency (medium),
and so on), the investigator gains a bonus feat. This feat Martial Weapon Proficiency.
must be selected from the following list, plus the feats Additional Class Skills: Intimidate (Cha or Str), Jump
added to this list by the character’s starting vocation. The (Str), Knowledge (local), Use Rope (Dex).
investigator must also meet any relevant prerequisites. This Additional Bonus Feats: Improved Grapple, Improved
feat occurs in addition to the normal feat gained at these Knockout Punch, Improved Unarmed Strike, Knockout
levels, assuming straight progression in the investigator Punch, Weapon Focus.
class from 1st level onward. Preferred Professions: Sheriff, patrolman,
troubleshooter.
Alertness, Attentive, Dodge, Elusive Target, Improved Wealth: +0.
Damage Threshold, Improved Disarm, Investigator,
Meticulous, Musket Firearms Proficiency. Talents
Uncanny Dodge: The character retains his Dexterity
Talent/Trait bonus to Defence Value regardless of being caught flat-
At 5th level and every three levels thereafter (8th, 11th, footed or struck by a hidden attacker. The character still
14th and so on), the investigator selects a talent from the loses his Dexterity bonus to Defence if he is immobilised.
following vocation trees: constable, consulting detective,
intelligencer or journalist. Alternatively, he can select a Improved Uncanny Dodge: The character can no longer
trait from the Feat and Traits chapter (see pg. 104). Some be flanked; he can react to opponents on opposite sides of
trees have a set order that must be followed, while others himself as easily as he can react to a single attacker.
provide a list to choose from. So long as the character Prerequisite: Uncanny Dodge.
qualifies, he can select freely from any and all class
vocation talent trees. No talent can be selected more than Greater Grapple: The character gains a +2 bonus to
once unless expressly indicated. grapple checks; this bonus stacks with the one granted
by the Improved Grapple feat. In addition, he retains his
Discern Lies Dexterity modifier to Defence against attackers he is not
The character is particularly adept at noticing when grappling.
somebody is lying to him; he now adds his Will saving Prerequisite: Uncanny Dodge, Improved Uncanny
throw bonus to Sense Motive checks when determining if Dodge.
somebody is lying to him.
Call Attention: The character can shout forcefully before

44
141.157.188.166
CLASSES & VOCATIONS
he takes his first action in combat. The usual shout is for 1 minute. This deduction yields one of the following
‘freeze’ but anything will work. All combatants who fail a facts: target’s class and vocation, target’s character level,
Will saving throw (DC 10 + half the character’s level + his character’s highest skill rank, one feat, or one non-obvious
Charisma modifier) are frozen in place and are considered trait or vocation talent.
flat-footed until the next round. The investigator’s allies
are not affected. Criminal Profile: By making a Gather Information
Prerequisites: Uncanny Dodge. check (DC 15) when talking to the witnesses of a
crime, the detective compiles a rough mental picture
Consulting Detective Vocation of the suspect. This mental picture provides a physical
New scientific developments have brought forth many description, including distinguishing markings and visible
changes and the consulting detective is at the forefront of mannerisms. Success makes the profile accurate, at least
those changes in the world of law enforcement and crime concerning a particular suspect as seen by witnesses. For
fighting. Consulting detectives are often freelance agents, this Gather Information check, no money changes hands.
although many constabularies are embracing the change
and hiring or training their own detectives. The character can expand the profile by making an
Investigate check (DC 15) involving the crime scene or
Bonus Starting Feats: Educated. other evidence linked to the suspect. If successful, the
Additional Class Skills: Gather Information (Cha), Investigator combines eyewitness accounts with forensic
Investigate (Int), Knowledge (any two) evidence to develop a profile of the suspect’s method of
Additional Bonus Feats: Eclectic, Improved Unarmed operation. This provides a +2 circumstance bonus on
Strike, Renown, Studious. any skill checks made to uncover additional evidence or
Preferred Professions: Detective, insurance agent, otherwise locate and capture the suspect.
bounty hunter, judge, reporter. Prerequisite: Deduction.
Wealth: +1.
Predict Actions: Once the detective has spoken to and
interacted with a suspect, he knows what the suspect will
Talents do almost before he knows himself. Once per day, the
Deduction: The character has great powers of detective can use this ability to sense what a suspect is
observation and can make a character level check (1d20 currently doing; he makes a Sense Motive check (DC 20).
+ character level) opposed by a target’s Bluff check to Success yields a result similar to the Clairsentience (scry)
make a deduction about a person after observing him
45
141.157.188.166
power, except that the detective only gets a glimpse into the consulting detective vocation. By studying a target
the suspect’s actions for 10 minutes. and asking around, an intelligencer can use the Disguise
Prerequisite: Deduction, Criminal Profile. skill to impersonate said target almost flawlessly, requiring
a Spot check from those he meets once every two hours
Reconstruct Crime Scene: By analysing the abundant instead of once per hour.
clues at a crime scene, the detective gains the ability to Prerequisite: Criminal Profile.
construct a mental image of the exact events that occurred
at the scene. The crime must have occurred within a Social Chameleon: The intelligencer is adept at fitting
CLASSES & VOCATIONS

number of days equal to or less than 1 plus the detective’s seamlessly into almost any situation. He gains a +4
Intelligence bonus. The detective makes a Search check competence bonus to Bluff or Disguise checks made to
(DC 20). If successful, he gains a detailed knowledge of convince someone that he belongs in a restricted area,
the events as if he had been present when they occurred. is actually a member of a club organisation or royal
The detective can mentally picture the events as they took court, has been sent an invitation that he has somehow
place but his visual reconstruction does not allow him to misplaced and so on. Furthermore, should his bluff
hear conversations or other sounds. As a general rule, succeed, his victim believes the intelligencer’s claim until
the detective can visualise any physical action, including he is presented with evidence to the contrary. Of course, a
fights, shifting of objects, the race, size and shape of the superior who is aware of the truth need only order a guard
persons involved and movement in and out of the area to hunt down the character.
but gains no knowledge of what the participants said or Prerequisite: Improvise Disguise.
thought.
Prerequisite: Deduction. Man of a Thousand Faces: The intelligencer manages to
establish and propagate several aliases. When travelling,
Read Circumstances: The character’s powers of he can opt to take on an alias, allowing him to disguise
observation are so strong that he can draw a very accurate himself with ease. In game terms, the intelligencer must
picture of a crime scene and its perpetrator. He can use create four aliases, describing their names, jobs, personality
his deduction and predict action abilities after a successful quirks and brief histories for the Games Master. At any
use of his Criminal Profile or Reconstruct Crime Scene time, the intelligencer may spend an hour getting into
abilities, starting from the clues he garnered from witness character. He is then considered to automatically pass all
accounts and available clues. The DCs for using deduction Disguise checks when masquerading as one of his aliases.
and predict actions in this way increase by +5 He may even use his intelligencer and other class abilities
Prerequisite: Deduction, Criminal Profile, Predict Actions while in disguise, utilising his alias’s friends, contacts and
or Reconstruct Crime Scene. reputed abilities rather than his own. The only people
who have any chance of piercing the disguise are close,
Intelligencer Vocation personal friends, rivals and relatives of the intelligencer,
In a world full of secrets, intelligencers are devoted to one against whom the intelligencer must make a Disguise
thing only, namely to root those secrets out and deliver check as normal with a +8 circumstance bonus. One
them to their employer. Intelligencers infiltrate the places of the aliases may be of the opposite sex, while another
were secrets are kept, fool those who keep them and one may be a different race, though the alias’s race must
when they have claimed their prize, retreat back into the be the same size as the intelligencer’s. Thus, a human
shadows. intelligencer could not use one of his aliases to pose as a
Large construct.
Bonus Starting Feats: Armour Proficiency (medium).
Additional Class Skills: Forgery (Int), Hide (Dex), Journalist Vocation
Disguise (Cha), Move Silently (Dex). There are two differences between an intelligencer and
Additional Bonus Feats: Deceptive, Low Profile, a journalist. They have different intentions concerning
Stealthy, Trustworthy, Weapon Focus. what they will do with the truth once they have it and they
Preferred Professions: Spy, diplomatic attaché, private differ in the kinds of truths they are after. A journalist
investigator, enforcer. wants to know all there is to know about an event or
Wealth: +1. a person and then report it to the public through a
newspaper or another medium.
Talents
Improvise Disguise: The character can make himself Bonus Starting Feats: Skill Focus (gather information).
appear like a different person without the use of a disguise Additional Class Skills: Decipher Script (Int), Gather
kit, suffering only a -2 penalty for doing so instead of Information (Cha), Knowledge (any two)
the normal -4. He cannot disguise himself as a specific Additional Bonus Feats: Endurance, Negotiator,
individual with this ability. Persuasive, Renown, Toughness,
Preferred Professions: Reporter, correspondent, private
Masterful Impersonation: In order to take this talent, investigator, infiltrator, fencer.
the character must have the Criminal Profile talent from Wealth: +1.
46
141.157.188.166
Talents spend 1 action point and shift the Non-Player Character’s
Fast-Talk: The journalist has a way with words when attitude one step more favourably towards him; see the
attempting to con and deceive. With this talent, he Diplomacy skill. The target may still have an overall
applies his investigator level as a bonus on any Bluff, reluctance to relinquish information or favours but he
Diplomacy or Gamble checks he makes while attempting will be more inclined to do so than he was before. The
to lie, cheat or otherwise bend the truth. character gains a +2 bonus to Diplomacy or Bluff checks
for every attitude step by which the target was shifted.

CLASSES & VOCATIONS


Informant: A journalist is assumed to know someone in This bonus only lasts until the end of the interaction with
nearly every walk of life in his home city. A home city is the target.
defined as any city the journalist has been in for more than Prerequisite: Informant.
one year continuously. If the journalist needs to talk with
someone in any given field of interest, he automatically The Journeyman
has the information he needs to set up a meeting. In In no other time has the common man had a better chance
any other city, he may still have a contact that can help. to become outstanding. That is what the journeyman is,
The journalist makes a Gather Information check, with a protagonist of everyday life whose astounding talent
the DC varying according to the scarcity of the service for the ordinary makes him extraordinary. Overlooked
desired. Assume a DC of 15 for basic services, 20 for by many as servants or part of the scenery, journeymen
complicated needs like a speciality scholar or a chemist accomplish their tasks with honest efficiency and humble
who makes poison and 25 for truly exotic subjects like a discretion, taking more pride in a job well done than in
telluric engineer. the glory and fame of an exciting life of adventure.

The informant talent does not negate the cost of these Adventures: It is more common for adventure to find a
services but it does make acquiring them much faster journeyman than it is for him to go out looking for it but
and more likely to succeed. If a Charisma check is ever when the two meet, the journeyman rises to the occasion
required in the pursuit of these matters, the journalist with bravery and hard work. He may be a real estate agent
enjoys a bonus equal to one quarter of his character level, stumbling upon an ancient evil, a valet in the company of
rounded down to a minimum of +1. a person that attracts trouble or a householder forced to
adapt to being pitched into a wild and savage world. In all
Pulse of the City: The contacts of a journalist have such cases, the journeyman shines by achieving more than
grown so widespread and operate so deeply in the anyone had expected him to be.
infrastructure of his home city that he learns about
anything of importance almost as soon as it happens. Characteristics: The abilities of a journeyman are more
He is kept up to date on major thefts, purchases, arrests, focused on making things easier for himself and for others
social engagements and political occurrences at all times. than on changing the world in any major degree. He
In game terms, the journalist can ‘take 10’ on Gather functions as an excellent assistant, without whose help
Information checks every morning of every day and gains another character would never accomplish anything, or
a re-roll on the check the same evening without any risk of as part of a crew that becomes elite by his mere presence.
informing people of his interest. Direct assistance is the journeyman’s creed and honest
Prerequisite: Informant. work is his method.

Web of Secrets: Once per week, the journalist may Background: Most characters who rise from the gutter
make a Diplomacy check and a Gather Information tend to become journeymen as they gain satisfaction from
check. Both of these rolls are against a DC of 25. If their job and have such love for their art or craft that they
one roll succeeds, the journalist learns a valuable secret become extraordinary at it. If they walk the halls of the
about someone of importance. If both rolls succeed, the rich and noble, it is as a worker only, although some do
journalist may either learn a second, related secret or one manage to amass a fortune with which to pay others to
extremely valuable secret instead. What the journalist work.
does with this knowledge is his decision but revealing it
openly is likely to bring retribution from the embarrassed Races: Cogs are very diligent workers and have the right
or disgraced subject or subjects. attitude to become journeymen, although hybrids often
Prerequisite: Informant, Pulse of the City. find themselves in the same boat, sometimes literally.
Gnomes tend to be too proud and flighty to devote a
Subtle Interrogation: The journalist has the ability to moment of their short lives to hard and honest work,
acquire minor levels of aid from anyone he meets, coaxing whereas elves on the other hand are likely to spend at least
information or small favours from established informants some of their long lives in such a role, though they often
or even from chance acquaintances. When trying to strive to escape this drudgery. Dwarves, in stark contrast
convince a Non-Player Character of something using to their Eldrath kin, see nothing wrong with manual or
either the Diplomacy or Bluff skills, the journalist can menial labour and can even become obsessive about it.
The talents of ghosts and vampires can either be wasted
47
141.157.188.166
on or be or of prime importance to a life as a journeyman, down, at 1st level and every time they attain a new level in
depending on personal preferences. Humans who do this class.
not have a spirit that explodes with spontaneity can still
amount to much through patient and constant labour. Class Skills
The journeyman’s class skills (and the key ability for each
Vocations: Bodyguard, crewman, professional, valet. skill) are Craft (Int), Drive (Dex), Hide (Dex), Jump
(Str), Knowledge (any one) (Int), Listen (Wis), Profession
Other Classes: Journeymen find themselves in the
CLASSES & VOCATIONS

(Wis).
frequent company of adventurers and investigators as
friends in adversity. Given their ability to assist others, Skill Points at 1st Level: (6 + Int modifier) x 4.
they are a welcome addition to any séance or ritual circle Skill Points at Each Additional Level: 6 + Int modifier.
provided they are not sceptically inclined or to a lab or
study hall provided they are industrious. Although they
do not like nobles much, journeymen enter their employ Class Features
more than they would like. They distrust scoundrels All of the following are class features of the journeyman.
because of their constant search for the easy way out,
considering them ‘workshy’. Starting Feats
In addition to the feat all characters get at 1st level, a
journeyman begins play with the following feats: Armour
Game Rule Information Proficiency (light), Simple Weapon Proficiency and Pistols
Journeymen have the following game statistics: Firearms Proficiency.
Abilities: Constitution helps journeymen perform their Starting Vocation
work for prolonged lengths of time, although, depending At 1st level, the character chooses a vocation from one
on the profession they develop, Intelligence and Wisdom of the following: bodyguard, crewman, professional or
become good alternatives, along with Strength. Charisma valet. He gains the vocation’s starting feats, adds the
and Dexterity, while good to have in high amounts, are vocation’s additional class skills to his class skill list, adds
not as vital to the constant effort that journeymen are the vocation’s bonus feats to his bonus feat list (see below),
capable of. gains a bonus to his starting Wealth bonus and chooses a
talent from that vocation tree.
Hit Die: d6.
Class Skills
Action Points: Journeymen gain a number of action At 1st and 8th level, the character designates two cross-class
points equal to 5 + one-half their character level, rounded skills plus another skill per positive Intelligence modifier.
These skills become class skills for the journeyman.
The Journeyman
Base Attack Fort Ref Will
Level Bonus Save Save Save Special DV Reputation
1 +0 +2 +2 +0 Starting Vocation, Class Skills +0 +1
2 +1 +3 +3 +0 Talent or Trait +1 +2
3 +2 +3 +3 +1 Improved Aid Another +1 +2
4 +3 +4 +4 +1 Bonus Feat +1 +2
5 +3 +4 +4 +1 Talent or Trait +2 +3
6 +4 +5 +5 +2 – +2 +3
7 +5 +5 +5 +2 Talent or Trait +2 +3
8 +6/+1 +6 +6 +2 Bonus Feat +3 +4
9 +6/+1 +6 +6 +3 Class Skills +3 +4
10 +7/+2 +7 +7 +3 Talent or Trait +3 +4
11 +8/+3 +7 +7 +3 – +4 +5
12 +9/+4 +8 +8 +4 Talent or Trait, Bonus Feat +4 +5
13 +9/+4 +8 +8 +4 Share Success +4 +5
14 +10/+5 +9 +9 +4 Focus +5 +6
15 +11/+6/+1 +9 +9 +5 Talent or Trait +5 +6
16 +12/+7/+2 +10 +10 +5 Bonus Feat +5 +6
17 +12/+7/+2 +10 +10 +5 Talent or Trait +6 +7
18 +13/+8/+3 +11 +11 +6 – +6 +7
19 +14/+9/+4 +11 +11 +6 Bonus Feat +6 +7
20 +15/+10/+5 +12 +12 +6 Talent or Trait +7 +8
48
141.157.188.166
check until the end of the scene or encounter. If the
The people around him were starting to become
beneficiaries have not spent their bonus when the scene or
annoying.
encounter ends, the benefit is lost.
Thurdin did not ordinarily mind his companions,
Great Focus
whoever they happened to be from mission to
Once per day, the character can spend an action point to
mission. Now, though, he was really growing tired
treat any skill check as an automatic success instead of just
of having so many people comment on his work

CLASSES & VOCATIONS


rolling, provided that the task’s DC is equal to or less than
and offer their little ‘helpful suggestions’ while he
15 + the character’s skill bonus.
was trying to disarm an explosive device to keep a
crushing rock fall from triggering over his head. He
was especially sorry that while he was repairing that Journeyman Vocations
blasted cog’s leg, he had not taken the opportunity These are the vocations for the journeyman class:
to ‘accidentally’ break its voicebox. If he heard one
more ‘Excuse me, organic, but I think you should
consider…’ then the next trap was going to have a
Bodyguard Vocation
Bodyguards work towards protecting others, usually
regrettable amount of ‘limited deployment’.
hanging back from the action unless their charge is in
immediate danger. Bodyguards are devoted and loyal
usually until their contract runs out, a time when their
Talent/Trait loyalty may shift. Others follow the bodyguard vocation
At 2nd, 5th, 7th, 10th, 12th, 15th, 17th and 20th levels, the out of genuine concern for the safety of others.
journeyman selects a talent from the following vocation
trees: bodyguard, crewman, professional or valet. If the Additional Bonus Starting Feat: Toughness
entry in the table states that the character can select a Additional Class Skills: Intimidate (Cha or Str), Spot
talent or a trait, he can select a trait from the Feat and (Wis),
Traits chapter (see pg. 104). Some trees have a set order Additional Bonus Feats: Improved Damage Threshold,
that must be followed, while others provide a list to choose Improved Initiative, Toughness.
from. As long as the character qualifies, he can select freely Preferred Professions: Bouncer, guard, protector, tutor,
from any and all class vocation talent trees. No talent can bodyguard.
be selected more than once unless expressly indicated. Wealth: +2.

Bonus Feat Talents


At 4th, 8th, 12th, 16th and 19th levels, the journeyman Uncanny Dodge: This functions as the investigator
gains a bonus feat. This feat must be selected from the (constable) talent.
following list, plus the feats added to this list by the
character’s starting vocation. The journeyman must also Harm’s Way: Once per round, if the bodyguard is
meet any prerequisites. adjacent to an ally who is targeted by a direct melee or
ranged attack (but not an area effect), the bodyguard can
Acrobatic, Agile, Animal Affinity, Creative, Dodge, subject himself to the attack in the ally’s stead. If the
Educated, Gearhead, Meticulous, Run, Trustworthy, attack hits the bodyguard, he takes damage normally.
Vehicle Expert. If it misses, it also misses the ally. The bodyguard must
declare his intention to place himself in harm’s way before
Improved Aid Another the attack roll is made. The bodyguard selects his ally
The journeyman’s bonus on attempts to aid another either prior to combat or immediately after the bodyguard
increases by +2 (to a +4 total) on a successful aid another makes his initiative check. The bodyguard cannot change
check. his designated ally for the duration of the combat.

Share Success Sudden Action: Once per day, a bodyguard can focus his
The character has a special option when spending action efforts and burst into sudden action when the situation
points. He can decide to share his bonus from the action calls for it. The bodyguard can change his place in the
point amongst a number of characters he designates. initiative order, moving higher in the count by a number
Instead of d6, the character rolls d8 for his bonus. The less than or equal to his class level, as the bodyguard sees
result becomes a bonus pool that all designated characters fit. The bodyguard can declare the use of this ability at the
can distribute amongst themselves. The character does start of any round, before anyone else takes an action.
not decide who receives how many points and is obliged Prerequisite: Harm’s Way.
to accept the decision of his beneficiaries. The other
characters can keep the bonus received until they need Defensive Strike: If an opponent makes a melee attack
it for any action that could benefit from an aid another against the bodyguard and misses while the bodyguard is

49
141.157.188.166
using the total defence option, the bodyguard can attack Talents
that opponent on his next turn (as a standard action) Group Effort: When the character spends an action point
with a +4 bonus on his attack roll. The bodyguard gains and makes an aid another check, he can grant the bonus to
no bonus against an opponent who does not attack the one extra character after the first per point of his Wisdom
bodyguard or against an opponent who makes a successful modifier, with a minimum of one extra character. All
attack. characters that benefit from the check must be within 10
Prerequisite: Harm’s Way, Sudden Action. feet of the character in order to receive the benefit.
CLASSES & VOCATIONS

Blanket Protection: A bodyguard can use his expertise Mobster: If the character is flanking a target, he gives a
to provide protection for up to six allies (not including +3 bonus to attack to the other flanking character, instead
himself ). The bodyguard spends 1 action point and takes of the usual +2.
a full-round action to issue orders and directions. Doing
this provides the bodyguard’s allies with a +1 insight Taskmaster: The crewman has a knack for getting
bonus to Defence for 3 rounds. people to work together. When he can spend a full round
Prerequisite: Harm’s Way. directing his allies and makes a Charisma check (DC 10),
the character provides any of his allies within 30 feet with
Crewman Vocation a +1 bonus to their attack rolls and skill checks. The
Crewmen, as the name implies, are used to working bonus lasts for a number of rounds equal to the crewman’s
in crews. They know many work songs whose rhythm Charisma modifier. The crewman can co-ordinate a
regulates the rate of shovelling, pulling, pushing, cranking number of allies equal to one-half his journeyman level
and similar manual tasks. An expert journeyman rounded down, to a minimum of one ally.
crewmember is able to push others towards doing their Prerequisite: Group Effort.
best, as well as excelling in his own right.
Work Together: A crewman working with a capable team
Additional Class Skills: Diplomacy (Cha), Intimidate can greatly reduce the time needed for work. He must
(Cha or Str), make a level check (DC 20) and, if successful, he reduces
Additional Bonus Feats: Endurance, Improved the time needed to complete a task by half.
Initiative. Prerequisite: Group Effort, Taskmaster.
Preferred Professions: Sailor, technician, porter, soldier,
engineer, construction worker, lab assistant.
Wealth: +1.

50
141.157.188.166
Professional Vocation Talents
Study and hard work lead a professional to the pinnacle of Improved Carrying Capacity: The valet has a surprising
his trade, whether he produces goods or renders services. ability to carry others’ luggage. His carrying capacity (see
A professional specialises in a particular skill set and pg. 201) is the same as if his Strength score was +2 higher.
devotes his time to excelling at it. This is not a Strength increase. This talent can be taken
more than once; each time, the character adds another +2
Additional Class Skills: Knowledge (any one) (Int), to his virtual Strength for the purpose of calculating his

CLASSES & VOCATIONS


Sense Motive (Wis). carrying capacity.
Additional Bonus Feats: Skill Focus, Renown.
Preferred Professions: Any that renders a service, artisan Pack Rat: The character keeps an incredible assortment
(any field). of trinkets about him. Whenever he needs a particular
Wealth: +1. item, he makes a Wealth check with a Purchase DC +5
higher than the item’s normal DC. If the check succeeds,
Talents he finds the object somewhere on his person. The Games
Critical Success: The character selects one of his class Master is free to state that it is impossible for the character
skills. Whenever he rolls a natural 20 on a skill check to have picked up a particular object anywhere and the
with the selected skill, the roll is considered an automatic object cannot be too large as to be plainly visible.
success. This talent can be taken more than once; each Prerequisite: Improved Carrying Capacity.
time it is taken, it applies to a different class skill.
Sentence Completion: The valet designates another
Improved Critical Success: The character selects a character as an employer. The employer loses a +1 bonus
skill for which he previously selected the Critical Success from his Wealth check to secure the valet’s services. The
talent. Whenever he rolls a natural 19 or 20 on a skill valet in turn gains a +1 bonus for the duration of his
check with the selected skill, the roll is considered an ‘employment’ to the other character, which he loses if the
automatic success. This talent can be taken more than relationship is terminated, giving it back to the employer.
once; each time it applies to a different class skill. After a month of employment, the valet has learned so
Prerequisite: Critical Success. much of his employer’s mannerisms and habits that he can
complete his actions. Once per day, if the employer fails a
Master Artisan: The character gains the Master Artisan skill check within 30 feet of him, the valet can make a level
feat for free; if he already has it, the bonus he can grant to check (DC 15) as a free action. For every point that the
mastercraft items he makes increases by +1. He can only valet’s result exceeds the DC, he grants an equal bonus to
make mastercraft items with a maximum +3 bonus. his employer’s failed skill check. If this bonus is enough to
turn the original failure into a success, then the skill check
Quality Work: A professional can expect to earn more for is counted as a success.
his services. The character gains a +2 bonus to Profession
checks for the purposes of increasing his Wealth bonus at Employer’s Status: The valet develops a close relationship
each level. with his employer. Once per day, the valet can make a
Will saving throw (DC 15) to know the general status of
Dividends: The professional is recognised as a master in his employer if they become separated. The information
his field. With a successful Profession check upon gaining he gains is concerning the employer’s general health,
a new level, the character increases his Wealth score by +2, whether he is safe or in danger and suchlike issues. If the
in addition to any increases brought upon a good roll or working relationship is terminated, the valet can no longer
other circumstances. use this ability until he gains a new employer.
Prerequisite: Quality Work. Prerequisite: Sentence Completion.

Locate Employer: The valet is so attuned to his employer


Valet Vocation that he can feel where he is. Once per day, the valet
A good manservant is very hard to find, let alone keep. A can make a Will saving throw (DC 20) to know in
valet is one of those rare employees who will go out on a which direction his employer is located, as well as the
limb to help their employer, gaining as much experience approximate distance.
in an adventure as his employer does, sometimes by
achieving more.

Bonus Starting Feats: Run. The Occultist


Additional Class Skills: Bluff (Cha), Handle Animal Some people may call them the holdovers of an
(Cha). obscurantist age but the occult sciences hold the same
Additional Bonus Feats: Low Profile. mystery and power they always have, with perhaps a
Preferred Professions: Major-domo, personal attendant, little more as they benefit tangentially from science. The
usher, keymaster, housekeeper, butler, waiter. brighter the incandescent lights of science shine, the more
Wealth: +1.
51
141.157.188.166
sharply defined the shadows of magic become. Occultists pawns to be used and manipulated. Scoundrels are seen
devote their lives to the study and practice of the as useful in obtaining certain goods and services that the
mysterious and enigmatic, of arcane forces and the locked occultists could not ask for from others. This association
powers of the human mind. They are wielders of the most often puts them at odds with investigators, although they
powerful of secrets: magic and psychic powers. find themselves co-operating more times than either finds
comfortable.
Adventures: Occultists embark upon adventures as part
of their constant search for secret lore or because their Game Rule Information
CLASSES & VOCATIONS

talents are highly sought by others who would benefit Occultists have the following game statistics:
from a little extra edge to what they do. They divide their
lives between their libraries and sanctums and the world Abilities: Depending on the initial and subsequent
outside, where many secrets lie buried, waiting for a brave vocations of a character, he will find that he needs
soul to dig them out and decipher them. Intelligence, Wisdom or Charisma as his main attribute,
for it will govern his core ability, which is the occult skill
Characteristics: There are two kinds of occultists; those with which he uses his powers. Constitution is a good
who seek power within and those who find it without. secondary choice, as it is the basis for the Concentration
Each of them also falls into one of two camps as they skill and both ritualists and psychics must maintain their
choose a vocation. Psychics and mediums practice related focus when using their powers.
talents but where one increases the potential of the mind,
the other becomes attuned to the flow of the spirits of Hit Die: d4.
the dead. Magicians and ecclesiasts wield power that they
wrest from the world itself or which is granted to them Action Points: Occultists gain a number of action points
by one of the deities that still retains an interest in the equal to 5 + one-half their character level, rounded down,
business of mortals. at 1st level and every time they attain a new level in this
class.
Background: Occultists come in many varieties; those
who develop psychic powers tend to be more intuitive
and can come from any corner of society, from the pauper Class Skills
who spouts prophecy at a street corner to the rich medium The occultist’s class skills (and the key ability for each
who sells his wares to the wealthy. Practitioners of magic, skill) are Concentration (Con), Craft (Int), Decipher
on the other hand, tend to be educated or have access to Script (Int), Knowledge (all skills, taken individually)
vast stores of occult knowledge in one form or another, (Int), Profession (Wis) and Spellcraft (Int).
although the janitor of the Occult Studies department
could very well moonlight as a hedge magician. Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Races: Elves, with their affinity with magic, are natural
occultists, coming effortlessly upon the secrets that others Class Features
must strive hard to acquire. Humans, with their insatiable All of the following are class features of the occultist.
thirst for finding out that which should not be known, are
also ardent seekers of occult lore. Hybrids see magic as a Starting Feats
natural force and thus embrace it, while cogs do not see In addition to the feat all characters get at 1st level, an
much point in becoming occultists, although those who occultist begins play with the following feat: Simple
do defy all expectations. Ghosts and vampires are the Weapon Proficiency.
occult personified and have years to study at their leisure,
though that does not mean that they would want to enjoy Starting Vocation
their new undead status locked up in study and practice. At 1st level, the character chooses a vocation from one of
One might expect a greater involvement in magic on the the following: ecclesiast, magician, medium or psychic.
part of dwarves and gnomes, as Eldrath races are innately He gains the vocation’s starting feats, adds the vocation’s
magical. However, their minds are more concerned with additional class skills to his class skill list, adds the
practical matters than the intricacies and twists of the vocation’s bonus feats to his bonus feat list (see below),
magical weave. gains a bonus to his starting Wealth bonus and chooses a
talent from that vocation tree.
Vocations: Ecclesiast, magician, medium, psychic.
Talent/Trait
Other Classes: Occultists and geniuses are really opposite At 2nd, 5th, 7th, 10th, 12th, 15th, 17th and 20th levels, the
sides of the same coin, although they will always fight over occultist selects a talent from the following vocation trees:
the superiority of their respective disciplines. They seek ecclesiast, magician, medium or psychic. If the entry in
the services of adventurers and journeymen in their quest the table states that the character can select a talent or a
for more knowledge and power and see nobles as witless trait, he can select a trait from the Feat and Traits chapter

52
141.157.188.166
The Occultist
Base Attack Fort Ref Will
Level Bonus Save Save Save Special DV Reputation
1 +0 +0 +0 +2 Starting Vocation +0 +0
2 +1 +0 +0 +3 Talent or Trait +1 +0
3 +1 +1 +1 +3 – +1 +1

CLASSES & VOCATIONS


4 +2 +1 +1 +4 Bonus Feat +1 +1
5 +2 +1 +1 +4 Talent or Trait +2 +1
6 +3 +2 +2 +5 – +2 +2
7 +3 +2 +2 +5 Talent or Trait +2 +2
8 +4 +2 +2 +6 Bonus Feat +3 +2
9 +4 +3 +3 +6 – +3 +3
10 +5 +3 +3 +7 Talent or Trait +3 +3
11 +5 +3 +3 +7 – +4 +3
12 +6/+1 +4 +4 +8 Talent or Trait, Bonus Feat +4 +4
13 +6/+1 +4 +4 +8 – +4 +4
14 +7/+2 +4 +4 +9 – +5 +4
15 +7/+2 +5 +5 +9 Talent or Trait +5 +5
16 +8/+3 +5 +5 +10 Bonus Feat +5 +5
17 +8/+3 +5 +5 +10 Talent or Trait +6 +5
18 +9/+4 +6 +6 +11 – +6 +6
19 +9/+4 +6 +6 +11 Bonus Feat +6 +6
20 +10/+5 +6 +6 +12 Talent or Trait +7 +6

(see pg. 104). Some trees have a set order that must be Additional Bonus Feats: Attentive, Combat Expertise,
followed, while others provide a list to choose from. As Divination Talent, Necromancy Talent, Improved
long as the character qualifies, he can select freely from Turning,
any and all class vocation talent trees. No talent can be
selected more than once unless expressly indicated. None in this group would have believed it, but
Heshia was a magician by trade.
Bonus Feat
At 4th, 8th, 12th, 16th and 19th levels, the occultist gains a She had been a devotee of her family’s spiritual
bonus feat. This feat must be selected from the following tradition for more than a hundred years. It was
list, plus the feats added to this list by the character’s only the steady encroachment by Megadon’s ever
starting vocation. The occultist must also meet any expanding borders of metal and stone that had
indicated prerequisites. brought her people into contact with humans in
the first place. She would have been happier if she
Educated, Combat Concentration, Lightning Reflexes, had never met humans or their horrible machines
Master Artisan, Meticulous, Studious. but fate had other things in mind. Things, it
seemed, that did not include having a family or a
Occultist Vocations life with her people. She could still hear the sounds
These are the vocations for the occultist class: of gunshots and the screams of her children, her
husband, her people…

Ecclesiast Vocation Now, all she had left were the skills of her tribe, the
The age of the gods is winding down but their servants memories of that night of fire, and these two rune
remain to call their names and dispense their blessings, pistols. They had belonged to the man that shot
fighting an uphill battle against the tide of progress. In her babies. It had taken that human days to die
spite of the prominence of the scientific paradigm, their but before he finally bled out, he told her the name
power still rings true and they still channel their divine of the man responsible for the attack on her village.
will. The magic style that ecclesiasts practice is always That was all she cared about now. Each mission
faith working. brought her one step closer to the City Fathers and
one day closer to her only reason for living. Some
Bonus Starting Feats: Craft Conduit, one other Magic day they would take her into their confidence and
Discipline feat. she would get what she wanted most in the world
Additional Class Skills: Diplomacy (Cha). - a clear shot.

53
141.157.188.166
Preferred Professions: Priest, exorcist, counsellor, Blessing: An ecclesiast can cast a blessing upon another
undead hunter, preacher. character or upon water three times per day. If the
Wealth: +1. character succeeds a Charisma check against a DC of 15
the character the blessing is cast upon gains a +1 bonus to
Talents attack rolls and saving throws against fear effects . This
Turn Undead: The ecclesiast can speak directly to his effect lasts a number of rounds equal to the caster’s level =
deity and project divine will to repel undead creatures. their Charisma modifier. Casting a blessing upon water
turns it into holy water. See the description of the Craft
CLASSES & VOCATIONS

He may attempt to turn undead a number of times per


day equal to his Charisma modifier plus 3; this limit can (chemical) skill.
be increased with the Extra Turning feat. The range of Prerequisite: Ecclesiast as a starting vocation.
this ability is 60 feet, starting with the closest undead
creature. Turn Outsider: The character can use his turn undead
ability to turn outsiders of opposing allegiance to the one
The character makes a Charisma check (1d20 + Charisma he professes. Instead of destroying them, however, he
modifier) and compares the result in the Turning Undead dispatches them back to their otherworldly home.
Table to determine the Hit Dice of the most powerful Prerequisite: Ecclesiast as a starting vocation, Blessing,
undead he can affect, relative to his level. On a given Turn Undead.
turning attempt, the ecclesiast cannot turn an undead
creature whose Hit Dice exceed the result on this table. Magician Vocation
The power of magic lies latent in the world, even when
Next, the character rolls 2d6 + occultist level + Charisma science and technology pervades it. Magicians come
modifier for turning damage, which is how many total from all walks of life and upon learning magic, they
Hit Dice of undead the character can turn. On multiple choose which style to practice, either using the power of
attempts, the character overlooks already turned undead knowledge or of primitive spirits. See the Occult chapter
that are still within range, so as not to waste turning for full details on magic.
capacity on them.
Bonus Starting Feats: Craft Conduit, one other Magic
Turned undead flee from the character by the best and Discipline feat.
fastest means available to them. They flee for 10 rounds, Additional Class Skills: Research (Int).
that is, one minute. If they cannot flee, they cower, giving Additional Bonus Feats: Brew Potion, Craft Magic Arms
any attack rolls against them a +2 bonus. If the character and Armour, Craft Wondrous Item, Divination Talent,
closes to within 10 feet of them, however, they act as Empower Effect, Enlarge Effect, Enticement Talent,
cornered wild beasts and attack any opponents within Extend Effect, Forge Ring, Greater Magic Focus, Greater
10 feet as savagely as they can. The character can attack Magic Penetration, Magic Focus, Magic Penetration,
them with ranged attacks from at least 10 feet away and Maximise Effect, Necromancy Talent, Protection Talent,
others can attack them in any fashion, without breaking Quicken Effect, Scribe Scroll, Silent Effect, Still Effect,
the turning effect. Transformation Talent.
Preferred Professions: Counsellor, alchemist, herbalist,
If the character has twice as many levels (or more) as the scholar, professor, shaman.
undead have Hit Dice, he destroys any that he would Wealth: +2.
normally turn.
Talents
Turning Undead Conduit Capacity: The character can increase the
Turning Most Powerful Undead number of effects he can enchant within a conduit by
Check Result Affected (Maximum Hit Dice) +3. A character can take this talent more than once; each
0 or lower Occultist’s level – 4 time, he increases the number of effects he can enchant in
1–3 Occultist’s level – 3 a conduit by +3.
4–6 Occultist’s level – 2
7–9 Occultist’s level – 1 Magic Power: The character may take a Magic Discipline
10–12 Occultist’s level feat, a metamagic feat or an item creation feat for magic
13–15 Occultist’s level + 1 items.
16–18 Occultist’s level + 2
19–21 Occultist’s level + 3 Medium Vocation
22 or higher Occultist’s level + 4 Even though revenants walk the streets, there is an entire
world of ghosts and spirits out there and few have the
Prerequisite: Ecclesiast as a starting vocation. power to manifest an image to the living. Mediums are a
bridge between the world of the living and the dead and

54
141.157.188.166
share a special relationship with the true dead and the character’s Charisma modifier. Each time the ghost uses
undead. this bonus, it uses up a cube 5 feet per side of ectoplasm,
which the psychic must renew or the ghost must move to
Bonus Starting Feats: Ectoplasmic Secretion, Psychic another area occupied by ectoplasm.
Sensitivity, The Sight. Prerequisites: Spiritism, Psychic Control 4 ranks.
Additional Class Skills: Sense Motive (Wis).
Additional Bonus Feats: Greater Psychic Focus, Broad Astral Travel: The medium detaches his astral body from

CLASSES & VOCATIONS


Psychic Attention, Psychic Focus, his material shell, sending it to travel to lands unknown.
Preferred Professions: Medium, advisor. For the duration of the trance, the character’s attention is
Wealth: +2. wholly on his astral body, which is invisible, insubstantial
and capable of moving in any direction, even up or down,
Talents at a speed of 30 feet plus 10 feet per point of Charisma
Spiritism: Spiritism is a psychic power open only to those modifier. As an insubstantial creature, the medium can
who take the medium as a starting vocation. Using the move through solid objects, including living creatures. By
talent from this vocation requires a Psychic Control check virtue of the trance, the medium can see and hear on the
(DC 15) and if it affects others, they can resist by making Material Plane. Everything looks slightly unfocused, with
appropriate saving throws (DC 10 + half character level + sight and hearing in the Material Plane limited to 60 feet.
Cha modifier). Owing to his contact with the afterworld, The medium may not do anything to affect the location
the psychic has a +2 bonus to all saving throws against the he visits nor communicate with the people there, nor can
power of the dead and the undead, as well as a +2 bonus he be affected by anything happening or perceived by
to all Charisma-based skill checks when dealing with such anyone except by another medium with The Sight or who
creatures. is also travelling astrally. During the travel, the character’s
material shell lies helpless, although the character can
Aid Ghost: The medium can bolster the abilities of a make a Concentration check (DC 15) to end the trance
present ghost. The medium excretes a small cloud of and return if the material body is in any danger.
ectoplasm with the Ectoplasmic Secretion power on
the location of the ghost who, instead of manifesting The character may shift his astral position to any location,
physically on the material plane, gains a bonus to its regardless of range, by making a successful Psychic Control
attack rolls, saving throws, skill checks and to the DCs to check with a base DC of 20, modified by the familiarity
save against its powers. This bonus is equal to twice the circumstances of the Clairsentience (scry) power. If the

55
141.157.188.166
setting allows the existence of spiritual otherworlds, the some loosely attached ones) flying in all directions. The
character can visit them astrally only by shifting with a psychic cannot direct the objects but all the flying debris
total DC of 30 to the Psychic Control check or by going furiously attacks the creatures inside the area. A creature
through the methods he would normally use to visit them. inside the poltergeist zone who takes no actions other than
When the trance ends for any reason, the character’s astral fighting off the flying objects takes 1 point of damage on
body returns to his material shell automatically. its turn. A creature in the poltergeist zone who takes any
Prerequisites: Spiritism, Psychic Control 14 ranks. other action, including leaving the area, takes 1d4 points
of damage plus one point per three levels of the occultist.
CLASSES & VOCATIONS

Channel the Dead: The character casts his mind far Concentrating on psychic powers and magic within the
beyond the barriers between the living and the dead, poltergeist zone is impossible. The medium may move at
channelling the spirit of a deceased person to ask it half speed while using this power and the effect remains
questions. The spirit replies according to what it knew with him at all times until he stops concentrating.
during life, including the languages it spoke (if any) but
it resents such contact and gives only brief and cryptic This ability needs a Psychic Control check to activate (DC
answers to the questions in the form of ‘yes,’ ‘no,’ ‘maybe,’ 15) and lasts for one round per character level per day;
‘never,’ ‘irrelevant,’ and so on. The psychic can ask a the character need not use up all the rounds in the same
minimum of one question, plus an extra question for every instance but may space them in different uses through the
2 points by which the Psychic Control check exceeded the day, as long as they do not exceed the daily limit.
base DC, at the rate of one question per minute. Prerequisites: Spiritism, Psychic Control 6 ranks.

Familiarity is the key to successful contact with the dead. Wilful Possession: The medium may allow his body
The Psychic Control check DC is modified by the same to be controlled by a spirit. The aforesaid spirit may
circumstances as the Telepathy connection modifiers, be a ghost or a departed spirit of the kind which can be
although the psychic gains a +2 morale bonus for every contacted by the Channel the Dead power above, which
relative of the deceased that is present in the room where the medium must contact with a Psychic Control check
he is contacting the spirit. The psychic may try to contact with the same modifiers for familiarity as Channel the
a random spirit but there is a chance that such a spirit does Dead and Mesmerism (scry). This is a very open-ended
not know the answer to the question, that it may lie or power, as the spirit or ghost may have its own ideas on
that it may give a random reply. Refer to the table below what it wants to do once it has control of a living body.
to ascertain the spirit’s behaviour. If the medium does not wish to restrain the spirit, then
the possession is total; the spirit retains its Intelligence,
Chance Wisdom, Charisma, level, class, base attack bonus, base
(d%) Result save bonuses, allegiance and mental abilities. The body
01–44 The spirit gives a true, short answer. retains its Strength, Dexterity, Constitution, hit points,
Questions that cannot be answered in natural abilities and automatic abilities. The spirit cannot
this way are answered randomly. choose to activate the medium’s own abilities.
45–67 The spirit reveals that it does not
know. The medium may want to limit the access the spirit has
to his body, in which case he makes a second Psychic
68–88 The spirit intentionally lies.
Control check, which the spirit resists with a Will saving
89–100 The spirit does not know the answer,
throw. The medium may limit the spirit to speech only,
so it makes one up.
or to speech and movement that does not take it out of the
room; he may also prevent the spirit or ghost from using
If the medium secretes a cloud of ectoplasm, the semblance
its powers through his body. This form of possession is
of the spirit manifests within. It may listen to and answer
not as strong as a spirit would like and if anything causes
the questions of other individuals in the room, although
the medium to snap out of his trance, the effect ends and
the total number of questions allowed does not increase.
the spirit is ejected. The medium may voluntarily end the
If the spirit the psychic is attempting to interrogate has
trance himself with a Concentration check (DC 15) if he
not passed on and remains as a ghost, it is entitled to a
is not in control of his body.
Will saving throw (DC 15) to refuse all questioning for
Prerequisites: Spiritism, Psychic Control 8 ranks.
24 hours.
Prerequisites: Spiritism, Psychic Control 12 ranks.
Psychic Vocation
Poltergeist: The Ethereal Plane, the home of ghosts Exerting their personal magnetism to its extremes or
and other spirits of the dead, is a realm of emotion and tapping other forces not yet measured by science, psychics
primal energy and the psychic learns how to channel it exhibit powers beyond human reckoning, transcending
through his body with extreme violence. By activating even the laws of magic in their manifestation.
this power, the psychic causes an area 20 feet around him
to come alive with fury, with all unattached objects (and Bonus Starting Feats: Psychic Sensitivity, The Sight, one
other Psychic Feat.
56
141.157.188.166
Additional Class Skills: Sense Motive (Wis). where necessity does not engender trickery, boredom
Additional Bonus Feats: Broad Psychic Attention, often does. Whatever his position in life, a character
Clairsentience, Greater Psychic Focus, Mesmerism, may want to try the life of a roguish scoundrel in order to
Psychic Focus, Psychic Healing, Psychokinesis, Telepathy. survive or simply for entertainment.
Preferred Professions: Consultant, advisor, treasure
hunter, detective. Races: Elves, gnomes and humans have a mischievous
Wealth: +2. spirit that gives them the wherewithal and the desire to

CLASSES & VOCATIONS


become scoundrels, while dwarves and cogs tend to be too
Talents serious or stable. Ghosts make for ideal scoundrels, while
Psychic Attention: The psychic is able to concentrate vampires manage passably well in the role, handicapped
on his trance despite distractions. He can take 10 on somewhat by the general lack of trust that is already felt
Concentration checks, unlike other characters. for them. Hybrids do not tend much towards the life
of a scoundrel, although sheer necessity may drive them
Extended Trance: The psychic is especially adept at there.
using his concentration to remain in a trance. He can
remain in a trance for 10 more minutes than normal. The Vocations: Con artist, gambler, gentleman (or lady) thief,
psychic can take this talent more than once; each time, thug.
he adds another 10 minutes to the maximum length of
his trance. Other Classes: Suffice to say that scoundrels and
investigators do not see eye to eye, although they have
Psychic Practice: The psychic gains 2 practice points. sometimes pooled their resources for a common objective.
The character can take this talent more than once; each Scoundrels like to associate with adventurers because both
time, he gains another 2 practice points. classes attract trouble. They find geniuses, occultists and
journeymen too stuffy or too much like their targets.
Psychic Power: The psychic can gain a psychic feat for They enjoy nobles and sometimes even double as them.
which he meets all prerequisites.
Game Rule Information
Scoundrels have the following game statistics:
The Scoundrel Abilities: Dexterity is the most important ability for a
Guts and gusto achieve success; of that there is no
doubt. Where guts are not in abundance, however, scoundrel, for it underscores many of his wilder escapades.
wits and trickery may fill the gap. Scoundrels live by Scoundrels with a more social bent will find Charisma to
their ingenuity and their ability to swindle, trick and be just as useful if not more so, for it allows them to lie
otherwise take advantage of others. Some are good sports well and trick others more convincingly.
about it and exploit only the weaknesses of the wealthy,
while others make no distinction whatsoever between the Hit Die: d6.
victims of their dishonest arts. Whatever their method,
scoundrels are proficient in techniques that most others Action Points: Scoundrels gain a number of action
would find unsavoury. points equal to 5 + one-half their character level, rounded
down, at 1st level and every time they attain a new level in
Adventures: Scoundrels do not call their giddy escapades this class.
‘adventures’. They are so used to getting into trouble that
they simply become ‘situations.’ While not addicted to Class Skills
thrills like adventurers, scoundrels do find a certain joy in The scoundrel’s class skills (and the key ability for each
risky situations, although they are of a different kind. A skill) are.
rooftop pursuit or stealthy exploration of sewers carries
the same charm for them as a forest run or spelunking old Bluff (Cha), Craft (Int), Decipher Script (Int), Disguise
ruins does for other sorts of adventurers. (Cha), Drive (Dex), Forgery (Int), Gather Information
(Cha), Hide (Dex), Investigate (Int), Jump (Str),
Characteristics: Scoundrels have unique characteristics. Knowledge (art) (Int), Knowledge (local) (Int), Listen
While some prefer to test their raw skill and mettle against (Wis), Move Silently (Dex), Perform (Cha), Profession
obstacles of a physical nature, others prefer to charm their (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis),
way through life. When charm is not an option, plain Use Rope (Dex).
dirty deeds may suffice if the scoundrel is not blessed by
fortune and luck. Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.
Background: Many would like to say that all scoundrels
come from the lower classes. This is far from true, for

57
141.157.188.166
The Scoundrel
Base Attack Fort Ref Will
Level Bonus Save Save Save Special DV Reputation
1 +0 +0 +2 +0 Starting Vocation, Thieves’ Cant +2 +0
2 +1 +0 +3 +0 Uncanny Dodge +3 +0
3 +2 +1 +3 +1 Bonus Feat +3 +1
4 +3 +1 +4 +1 – +4 +1
CLASSES & VOCATIONS

5 +3 +1 +4 +1 Talent or Trait +4 +1
6 +4 +2 +5 +2 Bonus Feat +5 +2
7 +5 +2 +5 +2 Evasion +5 +2
8 +6/+1 +2 +6 +2 Talent or Trait +6 +2
9 +6/+1 +3 +6 +3 Bonus Feat +6 +3
10 +7/+2 +3 +7 +3 – +7 +3
11 +8/+3 +3 +7 +3 Talent or Trait +7 +3
12 +9/+4 +4 +8 +4 Bonus Feat +8 +4
13 +9/+4 +4 +8 +4 Nom de Guerre +8 +4
14 +10/+5 +4 +9 +4 Talent or Trait +9 +4
15 +11/+6/+1 +5 +9 +5 Bonus Feat +9 +5
16 +12/+7/+2 +5 +10 +5 – +10 +5
17 +12/+7/+2 +5 +10 +5 Talent or Trait +10 +5
18 +13/+8/+3 +6 +11 +6 Bonus Feat +11 +6
19 +14/+9/+4 +6 +11 +6 – +11 +6
20 +15/+10/+5 +6 +12 +6 Talent or Trait +12 +6

Class Features Talent/Trait


At 5th level and every three levels thereafter (8th, 11th,
All of the following are class features of the scoundrel.
14th and so on) the scoundrel selects a talent from the
following vocation trees: con artist, gambler, burglar or
Starting Feats
thug. If the entry in the table states that the character
In addition to the feat all characters get at 1st level, a
can select a talent or a trait, he can select a trait from the
scoundrel begins play with the following feats: Armour
Feat and Traits chapter (see pg. 104). Some trees have a
Proficiency (light), Armour Proficiency (medium), Simple
set order that must be followed, while others provide a list
Weapon Proficiency and Pistols Firearm Proficiency.
to choose from. As long as the character qualifies, he can
select freely from any and all class vocation talent trees.
Starting Vocation
No talent can be selected more than once unless expressly
At 1st level, the character chooses a vocation from one of
indicated.
the following: con artist, gambler, burglar, or thug. He
gains the vocation’s starting feats, adds the vocation’s
Bonus Feat
additional class skills to his class skill list, adds the
At 3rd level and every three levels thereafter (6th, 9th, 12th
vocation’s bonus feat to his bonus feat list (see below),
and so on), the scoundrel gains a bonus feat. This feat
gains a bonus to his starting Wealth bonus and chooses a
must be selected from the following list, plus the feats
talent from that vocation tree.
added to this list by the character’s starting vocation. The
scoundrel must also meet any indicated prerequisites.
Thieves’ Cant
The character is trained to speak Thieves’ Cant, a secret
Acrobatic, Alertness, Combat Expertise, Dodge, Elusive
language that is disguised in code words and gestures
Target, Improved Feint, Lightning Reflexes, Low Profile,
spoken during normal dialogue. Any onlooker must
Nimble, Spring Attack, Stealthy.
succeed at a Sense Motive check (DC 25) to determine
that there is more being said than what is heard. This
Evasion
success does not allow him to actually understand
A scoundrel can avoid even magical and unusual attacks
Thieves’ Cant; it merely alerts him to the fact of the subtle
with great agility. If he makes a successful Reflex saving
communication.
throw against an attack that normally deals half damage
on a successful saving throw, he instead takes no damage.
Uncanny Dodge
Evasion can be used only if the scoundrel is wearing light
This functions in all respects as the investigator (constable)
armour or no armour. A helpless scoundrel does not gain
talent.
the benefit of evasion.

58
141.157.188.166
Nom de Guerre Alibi: The character lies so well that he can convince
The scoundrel uses a number of aliases to perform his people that a falsehood is the truth. With a successful
dirty deeds. If a Reputation check succeeds that would Bluff check opposed by Sense Motive checks, the character
have bad consequences for him, the character can make can convince a number of people equal to his Charisma
it fail by spending an action point as he deflects attention modifier that he was in their company or vicinity upon
from himself to one of his other identities. a particular date. This date may be no more recent than
one week ago and no further back in time than one

CLASSES & VOCATIONS


Scoundrel Vocations month. This false memory lasts for a week per point of
the con artist’s Charisma modifier. After the effect expires,
These are the vocations for the scoundrel class: bamboozled people who realise that they were not, in fact,
in the con artist’s company do not automatically assume
Con Artist Vocation that he tricked them into thinking so.
Gullibility is what brings a con artist his daily sustenance. Prerequisite: Fast-Talk.
From snake oil salesmen to full-blown swindlers, the con
artist builds a careful web of falsehoods in order to snare Burglar Vocation
his victims and squeeze them for money or favours. Jumping from rooftop to rooftop and entering where
they have not been invited, burglars make their living
Additional Class Skills: Diplomacy (Cha), Gamble from pilfering the property of others. Out of necessity
(Wis), Knowledge (behavioural sciences) (Int), Sense or ennui, these successful thieves excel at climbing and
Motive (Wis). breaking through defences.
Additional Bonus Feats: Negotiator, Persuasive,
Trustworthy, Additional Class Skills: Balance (Dex), Climb (Str),
Preferred Professions: None; he pretends to be a lot of Disable Device (Int), Escape Artist (Dex), Knowledge
things, though. (history), Tumble (Dex).
Wealth: +2. Additional Bonus Feats: Athletic, Educated, Focused,
Vehicle Expert.
Talents Preferred Professions: Burglar, spy, treasure hunter, ring
Fast-Talk: The con artist has a way with words when leader, explorer, private investigator.
attempting to con and deceive. With this talent, he applies Wealth: +1.
his scoundrel level as a bonus to any Bluff, Diplomacy or
Gamble checks he makes while attempting to lie, cheat or Talents
otherwise bend the truth. Trap Finding: Burglars (and only burglars) can use the
Search skill to locate traps when the task has a Difficulty
Believable Lie: The character can build a totally false Class higher than 20. Finding a trap has a DC of at least
situation and have others believe his words, including 20 or higher if it is well hidden. A burglar who beats a
others who are involved in his lie. By spending an action trap’s DC by 10 or more with a Disable Device check can
point, the character makes any kind of situation sound
believable, even to the most ludicrous extreme. With this
talent, a group of humans led by the con artist could sneak Knife’s loss was really starting to wear on the group
in past elf guards into a gnome enclave, making them and Jerrek could see it. Thurdin was doing a rock
believe they all were really elven nobles transformed into solid job, one that he would earn a commendation
humans by a magician. for if anyone of them ever made it back to
Prerequisite: Fast-Talk. Megadon, but he was not exactly cut out for this
kind of heavy infiltration work. Frankly, had it
Tall Tale: The character creates a false story that increases not been for Gearbolt’s drilling attachment and
his standing in the eyes of others, always with favourable Heshia’s occasionally helpful spirit powers, they
effects. The character makes a Bluff check opposed by never would have made it this far.
his target’s Sense Motive check; if successful, the con
artist elicits a Reputation check from all who heard the Jerrek had not entirely liked the unrepentant
tale, with a +5 bonus to his Reputation score. The lie is burglar much - he certainly had never trusted him -
so seeded with half-truths that any attempt to pierce the but the vampire’s skills would have been a valuable
tale with skill checks or talents fails. If magic or psychic addition to the team right now. They were dying
powers are used to pierce the tale, the con artist can make by degrees.
a Bluff check. The character does not know he is blocking
occult powers. If he beats the opposed Psychic Control or Some of us faster than others, he thought as he
Ritual check, his story holds true to even occult scrutiny. looked over at his translucent friend…
Prerequisite: Fast-Talk, Believable Lie.

59
141.157.188.166
study a trap, figure out how it works and bypass it (along living from games of chance and even when the odds seem
with his party) without disarming it. to be against him, he has a habit of coming through.

Trap Sense: A burglar gains an intuitive sense that alerts Additional Class Skills: Diplomacy (Cha), Gamble
him to danger from traps, giving him a +1 bonus on Reflex (Wis), Sense Motive (Wis).
saving throws made to avoid traps and a +2 dodge bonus Additional Bonus Feats: Blind-Fight, Confident,
to Defence against attacks made by traps. A character can Renown.
take this talent more than once; each time after the first, Preferred Professions: Gambler.
CLASSES & VOCATIONS

the bonus the talent provides is an additional +1. Wealth: +3.


Prerequisite: Trap Finding.
Talents
Improved Uncanny Dodge: This functions in all respect Professional Gambler: The character can make a
as the investigator (constable) talent. Gamble check instead of a Profession check upon gaining
Prerequisite: Uncanny Dodge. a level in order to increase his Wealth score. Additionally,
he gains a +3 bonus on Wealth checks to purchase a stake.
Improved Evasion: This ability works like evasion, See the Gamble skill for more details.
except that while the burglar still takes no damage on a
successful Reflex saving throw against attacks, he takes Lady Luck’s Kiss: The character is tremendously
only half damage with a failed saving throw. A helpless fortunate in his dealings. Once per game session, he may
burglar does not gain the benefit of improved evasion. re-roll any failed check; he must keep the second check’s
Prerequisite: Evasion. result.

Eye for Treasure: Upon entering a room, the character Luck of the Dice: The character’s luck increases when he
can make an appropriate Knowledge check at DC 15 to puts some effort into things. When he spends an action
locate and identify the item of most value present. point he rolls one extra d6, discarding the die that shows
the lowest value.
Gambler Vocation Prerequisite: Lady Luck’s Kiss.
Trusting his life to lady luck, the gambler chances
everything to the hand of fortune and often succeeds in Certain Fortune: The character gambles with his own
his undertakings, to the surprise of many. He makes his destiny whenever he tries something, betting it all for

60
141.157.188.166
success. Instead of making a skill check, the character Crippling Strike: A thug with this talent can sneak
can make a scoundrel level check against the same DC as attack opponents with such precision that his blows
the skill’s task. If he succeeds, he performs the task as if weaken and hamper them. An opponent damaged by one
he had made a successful skill check. If he fails, he fails of his sneak attacks also takes 2 points of Strength damage.
spectacularly; the Games Master is free to complicate the Ability points lost to damage return on their own at the
gambler’s situation severely as a result of his failure. The rate of 1 point per day recovered by each ability that has
character cannot gamble with fate for trained only skills, been damaged.

CLASSES & VOCATIONS


nor for Psychic Control or Ritual skills. Prerequisite: Sneak Attack.
Prerequisite: Lady Luck’s Kiss, Luck of the Dice.
Knock Out: This ability takes effect once the thug has
Thug Vocation made a successful sneak attack but before he has rolled
Life on the streets is tough and scoundrels with fewer damage. A thug can sacrifice +1d6 worth of sneak
reserves of flair resort to brute force to get by. Of course, attack damage to make a target damaged by one of his
this brute force is spiked with a heavy dose of dirty sneak attacks dizzy and unbalanced. The target makes
fighting and unfair trickery, so the thug is more certain a Fortitude saving throw (DC 10 + half character’s level
to win his fights. + his Strength modifier) and if it fails it is stunned for 1
round.
Bonus Starting Feats: Improved Unarmed Strike.
Additional Class Skills: Intimidate (Cha or Str). The Noble
Additional Bonus Feats: Improved Knockout Punch, Some people prefer to wield words rather than weapons.
Improved Trip, Improved Grapple, Knockout Punch, The pleasure of a verbal jab that sends a rival shame-faced
Weapon Focus, Streetfighting. out of the room is as satisfactory for them as the sight of
Preferred Professions: Enforcer, bouncer, gang member. a defeated beast trembling on the ground. Nobles are the
Wealth: +0. kind of person who delights in the company of his peers
and finds more adventure in a college reunion than in
Talents some lost jungle. In the dark world of Steampunk, there
Sneak Attack: If a thug can catch an opponent when he are still people of privilege that, for reasons of their own,
is unable to defend himself effectively from his attack, he leave their protected palaces and high-rise penthouses
can strike a vital spot for extra damage. The thug’s attack to experience what life is like in the broken world their
deals extra damage any time his target would be denied a ancestors helped to destroy.
Dexterity bonus to Defence (whether the target actually
has a Dexterity bonus or not) or when the thug flanks his Adventures: Nobles go out on adventures when they grow
target. This extra damage is +1d6. Should the thug score weary of their sheltered lives, always preferring excitement
a critical hit with a sneak attack, this extra damage is not that comes in a form that they are better suited to handle.
multiplied. Ranged attacks can count as sneak attacks Inveterate social animals, nobles like to deal with others,
only if the target is within 30 feet. engaging in conversation more readily than in combat,
which they see as a regrettable last effort. As many of the
With a sap (blackjack) or an unarmed strike, a thug can people in the world of Steampunk blame the rich and the
make a sneak attack that deals non-lethal damage instead privileged for their broken lives, combat happens with
of lethal damage. He cannot use a weapon that deals distressing frequency for them; a noble swiftly learns how
lethal damage to deal non-lethal damage in a sneak attack, to fight, or how to hire those that can fight for him.
not even with the usual –4 penalty.
Characteristics: Nobles are charmers through and
A thug can sneak attack only living creatures with through, using their talent for honeyed words and
discernible anatomies – undead, constructs and opportune retorts as their weapons of choice. Where
incorporeal creatures lack vital areas to attack. Any others force, they cajole. Their influence over others
creature that is immune to critical hits is not vulnerable competes with a psychic’s in effectiveness, with the
to sneak attacks. (Cogs have intricate internal workings added bonus that the target does not know he is being
and are thus vulnerable to critical hits and sneak attacks.) influenced.
The thug must be able to see the target well enough to
pick out a vital spot and must be able to reach such a spot. Background: Most nobles come from the ranks of the
A thug cannot sneak attack while striking a creature with idle rich, though a few can be true nobility and are held
concealment or striking the limbs of a creature whose in high regard by their peers regardless of actual social
vitals are beyond reach. position or influence. They are people with a talent for
manipulation, an innate knowledge of the workings of
The character can take this talent more than once; each people’s minds and the guile to put that knowledge to
time, his sneak attack deals an additional +1d6. good use.

61
141.157.188.166
Races: The inbred arrogance of elves makes them Starting Feats
natural nobles, while vampires can be equally adept when In addition to the feat all characters get at 1st level, a noble
exploiting their own racial powers. The fabled beauty begins play with the following feats: Armour Proficiency
and grace of cat-folk can also put them in the spotlight, (light), Simple Weapon Proficiency, one Exotic Weapon
greatly mitigating the stigma of being a hybrid. Humans Proficiency and Pistols Firearm Proficiency.
are as proficient with their relationships as they are with
other areas of their society. Non-cat hybrids and cogs Starting Vocation
have their unfortunate position as quasi-servitor races At 1st level, the character chooses a vocation from one
CLASSES & VOCATIONS

hampering their efforts to be nobles but some of them of the following: aristocrat, dilettante, diplomat or
try nonetheless. Dwarves are generally too gruff and performer. He gains the vocation’s starting feats, adds the
antisocial to be part of this class. vocation’s additional class skills to his class skill list, adds
the vocation’s bonus feat to his bonus feat list (see below),
Vocations: Aristocrat, dilettante, diplomat, performer. gains a bonus to his starting Wealth bonus and chooses a
talent from that vocation tree.
Other Classes: Nobles, by their very nature, like to
maintain good relationships with everybody, endeavouring Social Favour
to gain their support. They have a preference for geniuses As the noble mingles within society, he cultivates
and occultists, whose undertakings may carry much friendships and performs small services for which he can
prestige or at least make for good conversation pieces, ask favours in return, independently from any contact
although the antics of adventurers and scoundrels are also network he may have built over time. At 1st level and at
of their liking. Investigators tend to pry too much into 2nd, 7th, 10th, 13th and 19th levels, the noble may extract
nobles’ affairs for their taste, while journeymen are easy an extraordinary service from one of the people that are
to overlook. indebted to him. Such services include immediate access
to off-limit areas, juicy information about a subject, hefty
Game Rule Information discounts at the local stores or even free equipment and
Nobles have the following game statistics: other professional services.

Abilities: Charisma is the central pivot of a noble’s The noble makes a special influence check rolling 1d20
life, as it governs many of the skills and influences his plus half his noble level plus his Charisma modifier, with
abilities. Wisdom gives him a shield to guard against the a DC set by the Games Master depending on the nature
machinations of other nobles and against the efforts of
others who would like to see him fall. Intelligence gives Jerrek waited in one of the sewer alcoves while
him additional ammunition for his cerebral practices, Thurdin cursed under his breath and continued
with the physical abilities (Strength, Dexterity and to work on a particularly difficult lock up ahead.
Constitution) tending to fade to a secondary role. The cog was there with him, talking him though
picking it, but Jerrek was fairly sure the next thing
Hit Die: d6. the dwarf ’s tools were going to open was Gearbolt’s
throat if it did not shut up. In any case, it was
Action Points: Nobles gain a number of action points probably safer back here. It was certainly quieter,
equal to 5 + one-half their character level, rounded down, not that quiet was always a good thing. Whenever
at 1st level and every time they attain a new level in this it was dark and quiet around Jerrek, he had a hard
class. time not thinking about the past, especially painful
moments in his past like the one that had landed
him here.
Class Skills
The noble’s class skills (and the key ability for each skill) Her name was Jienna, and she was one of the City
are: Bluff (Cha), Concentration (Con), Craft (Int), Father’s daughters. She was the most beautiful
Diplomacy (Cha), Drive (Dex), Gather Information woman in the entire world to Jerrek and from
(Cha), Hide (Dex), Intimidate (Cha or Str), Knowledge the moment he had seen her walking through the
(any two) (Int), Listen (Wis), Pilot (Dex), Profession garden of the estate he had been sent to guard, she
(Wis), Ride (Dex), Search (Int), Sense Motive (Wis) and had owned his heart. He closed his eyes and felt
Spot (Wis). her there still; years later, her memory could still
cut him deeply. Orcs had overrun the estate and
Skill Points at 1st Level: (6 + Int modifier) x 4. everyone but him had fallen to their mechanical
Skill Points at Each Additional Level: 6 + Int modifier. crossbows and the deadly claws of their battle
juggernauts. He had held her while she died, tasted
Class Features her last breath and sworn his bloody vengeance
All of the following are class features of the noble. against the piggish savages even if it cost him his
life.

62
141.157.188.166
The Noble
Base Attack Fort Ref Will
Level Bonus Save Save Save Special DV Reputation
1 +0 +0 +0 +2 Starting Vocation, Social Favour +1 +1
2 +1 +0 +0 +3 Social Favour +2 +2
3 +2 +1 +1 +3 Bonus Feat +2 +2

CLASSES & VOCATIONS


4 +3 +1 +1 +4 – +3 +2
5 +3 +1 +1 +4 Talent or Trait +3 +3
6 +4 +2 +2 +5 Bonus Feat +3 +3
7 +5 +2 +2 +5 Social Favour +4 +3
8 +6/+1 +2 +2 +6 Talent or Trait +4 +4
9 +6/+1 +3 +3 +6 Bonus Feat +5 +4
10 +7/+2 +3 +3 +7 Social Favour +5 +4
11 +8/+3 +3 +3 +7 Talent or Trait +5 +5
12 +9/+4 +4 +4 +8 Bonus Feat +6 +5
13 +9/+4 +4 +4 +8 Social Favour +6 +5
14 +10/+5 +4 +4 +9 Talent or Trait +7 +6
15 +11/+6/+1 +5 +5 +9 Bonus Feat +7 +6
16 +12/+7/+2 +5 +5 +10 – +7 +6
17 +12/+7/+2 +5 +5 +10 Talent or Trait +8 +7
18 +13/+8/+3 +6 +6 +11 Bonus Feat +8 +7
19 +14/+9/+4 +6 +6 +11 Social Favour +9 +7
20 +15/+10/+5 +6 +6 +12 Talent or Trait +9 +8

of the service, ranging from 10 for easy tasks up to 30 for Alertness, Attentive, Combat Expertise, Confident,
very difficult or demanding tasks. The noble can expect to Deceptive, Educated, Endurance, Improved Disarm,
receive the service in 1d4-1 days if successful. Once used, Improved Feint, Renown, Trustworthy, Weapon Finesse,
the favour is lost forever, although failure in the influence
check does not cause him to lose the service. A noble
may save up his influence-owed favours, so he need not Noble Vocations
use one immediately upon gaining it. The Games Master These are the vocations for the noble class:
can declare that an influence check fails automatically (or
go through the motions of rolling the die) if the service Aristocrat Vocation
unbalances his story or if it would be more appropriate as Aristocrats are people who are in a position of power and
the focus of an adventure or a role-playing opportunity. enjoying every last drop of it. While other characters
may have a title of nobility, it is the noble aristocrat who
Talent/Trait exploits it for all it is worth.
At 5th level and every three levels thereafter (8th, 11th, 14th
and so on), the noble selects a talent from the following Bonus Starting Feats: Proficiency with one martial
vocation trees: aristocrat, dilettante, diplomat or weapon.
performer. If the entry in the table states that the character Additional Class Skills: Forgery (Int), Handle Animal
can select a talent or a trait, he can select a trait from the (Cha), Knowledge (any two) (Int),
Feat and Traits chapter (see pg. 104). Some trees have a Additional Bonus Feats: Iron Will, Mounted Combat,
set order that must be followed, while others provide a list Negotiator, Windfall.
to choose from. So long as the character qualifies, he can Preferred Professions: Noble, patron.
select freely from any and all class vocation talent trees. Wealth: +3.
No talent can be selected more than once unless expressly
indicated. Talents
Extra Favour: The aristocrat is particularly well
Bonus Feat connected, allowing him to bring more influence to bear.
At 3rd level and every three levels thereafter (6th, 9th, 12th The character gains an additional use of the favour class
and so on) the noble gains a bonus feat. This feat must be feature.
selected from the following list, plus the feats added to this
list by the character’s starting vocation. The noble must Social Attack: The aristocrat has a wicked tongue that
also meet any indicated prerequisites. can cause as much damage as a sharpened blade. Once
in any social gathering, he may spend an hour producing
badinage, jibes, taunts and thinly veiled insults that target
63
141.157.188.166
CLASSES & VOCATIONS

Social Attack can keep others from attacking him by


making a Reputation check. All would-
Initial New Attitude
be attackers within 60 feet must make a
Attitude Friendly Indifferent Unfriendly Hostile
Will saving throw to beat the character’s
Unfriendly — — — 15 Reputation check; if they fail, they suffer
Indifferent — — 15 20 a -2 penalty to attack and damage rolls
Friendly — 15 20 25 against the aristocrat. If they fail their
Helpful 15 20 25 35 Will saving throw by 10 points or more,
they cannot even approach within 30 feet
another character present at the same function, with the of the aristocrat. This effect lasts for 1d4 rounds plus the
intent of changing the assembled people’s attitude towards aristocrat’s Charisma modifier.
that person. He makes a Bluff or Diplomacy check (he
may choose which) with the DC depending on how Dilettante Vocation
drastic a change he wants to make in the crowd’s attitude. Wide-eyed and apparently innocent, the dilettante
The target of a social attack may first roll a Sense Motive mingles with the best and worst of society trying to find
check against a DC equal to 10 plus the character’s noble his true calling, not realising that he is on the path of a
level in order to detect the attempt to discredit him; if vocation already. Dilettantes are good at fooling others
successful, the target can attempt to counter the attack and deflecting undue attention from themselves.
with an opposed Diplomacy check against the aristocrat.
Success means that the target saved his reputation. Additional Class Skills: Gamble (Wis), Knowledge (any
three) (Int).
Noblesse Oblige: The aristocrat knows that his position Additional Bonus Feats: Eclectic, Improved Initiative,
imposes certain obligations towards his lesser companions. Skill Focus, Run, Windfall.
The aristocrat may spend an action point and grant the Preferred Professions: Heir, carouser, gambler, escort.
resulting bonus to any ally within 60 feet. Such largesse is Wealth: +2.
sometimes rewarded and if the aristocrat rolls a 6 on the
dice, he gets to keep the point as if he never spent it.
Talents
Feign Innocence: The dilettante can appear utterly
Powerful Reputation: The aristocrat can use his status
harmless and inconsequential. If he ever attracts attention
and fame as a weapon. Once per day, the character
and is about to be accused of something, he makes an
64
141.157.188.166
automatic Diplomacy or Bluff check. Any accuser must Sanctioned: The diplomat carries himself with aplomb
defeat him with a Sense Motive check or stop considering and impartiality and can expect to be treated with the
him as a suspect. This must happen in the presence of respect he deserves. All Non-Player Character reactions
the dilettante. Also, during combat, the dilettante can start at one step higher than they ordinarily would for
spend an action point and render himself unnoticeable as other characters. In addition, the diplomat gains a +2
long as he does not make any threatening gestures; no one competence bonus to Diplomacy and Sense Motive
will think of him as an opponent and will generally leave checks when he is negotiating between two parties, so

CLASSES & VOCATIONS


him be for a number of rounds equal to the dilettante’s long as this is not part of a business transaction.
Charisma modifier plus 3.
Smooth Conflict: The diplomat can make others forget
Gain Entry: With a successful Diplomacy check opposed an insult committed by himself or one of his allies. There
by a target’s Sense Motive check, the dilettante can gain is no check involved; the diplomat simply spends an hour
entry into exclusive or restricted areas, convincing any smoothing the situation over until the slight is forgotten.
guard or bouncer that it is unthinkable to not allow him He does not alter the memories of the participants or act
admission. The dilettante can extend this ability to one as if nothing had happened; he simply calms tempers
companion per Charisma modifier and may only use it down. In addition, he gains a +2 to Sense Motive and
once per day. The Games Master is free to refuse entry Diplomacy checks to detect and counter the aristocrat’s
to the character to extremely sensitive locations, although social attack talent.
he should also consider the role-playing potential of Prerequisite: Sanctioned.
charming one’s way inside a mad scientist’s base.
Prerequisite: Feign Innocence. Sanctioned Pact: The character can mediate between
two parties (one of which may be the character himself )
Talented: Select two cross-class skills. Those skills and promise such dire consequences on the breaking of
become class skills for the dilettante. The character may a pact that all parties will think twice before going back
acquire this talent more than once, each time applying on their word. The character spends an action point
it to two different cross-class skills. Note that Psychic when witnessing or participating in a pact or closing deal,
Control and Ritual can only be acquired as class skills binding all participants to their word. Participants must
with their corresponding feats. make a Will saving throw (DC 10 + half the noble’s level
+ Cha modifier), with failure meaning that they dare not
Spread Gossip: Instead of gaining information with a break the pact. If they do break it, the noble will hear of it
Gather Information check, a dilettante can plant it. He in 1d4 days, at the Games Master’s discretion.
can spread rumours and false information by meeting Prerequisite: Sanctioned, Smooth Conflict.
a DC appropriate to the quality of the information;
see the Gather Information skill for this. If successful, Performer Vocation
the information enters the rumour mill and will have Art holds the power to influence feelings and thoughts
consequences in one or more days, depending on the and none know this better than the performer, a person
gossip’s detail and the Games Master’s judgement. who surrenders his soul to an artistic endeavour and reaps
the rewards sown by his talent.
Diplomat Vocation
Conflict has been a feature of all ages and efforts to stay Bonus Starting Feats: Proficiency with one martial
the tides of violence are few. A diplomat is one who weapon.
tries his best to understand others and mediate between Additional Class Skills: Balance (Dex), Disguise (Cha),
conflicting parties, relating to all with impartiality. Knowledge (any two) (Int), Perform (Cha), Sleight of
Bonus Starting Feats: Proficiency with one martial Hand (Dex), Tumble (Dex).
weapon. Additional Bonus Feats: Creative, Skill Focus, Stealthy.
Preferred Professions: Singer, musician, itinerant
Additional Class Skills: Decipher Script (Int), Forgery entertainer, dancer.
(Int), Navigate (Int), Investigate (Int), Knowledge (any Wealth: +2.
two) (Int), Move Silently (Dex).
Additional Bonus Feats: Negotiator, Persuasive, Talents
Studious. Inspire Courage: A performer can use songs or poems to
Preferred Professions: Ambassador, liaison, inspire courage in his allies (including himself ), bolstering
representative, advocate. them against fear and improving their combat abilities.
Wealth: +2. To be affected, an ally must be able to hear the performer
sing, recite or improvise speech. The character makes a
Talents Perform check (DC 10) and the effect lasts for as long
Linguist: This functions exactly as does the adventurer as the ally hears the performer make his proclamations
(explorer) talent. and for 5 rounds thereafter. An affected ally receives a
+1 morale bonus on saving throws against charm and
65
141.157.188.166
fear effects and a +1 morale bonus on attack and weapon character classes, the character need not choose a vocation
damage rolls. A character can take this talent more than for each new character class he takes as they may not
once; each time, the bonus the song grants increases by select new talents and bonus feats from additional
+1. vocations,; only classes gained through advancement.
Prerequisite: Perform 3 ranks.
Adding a Second Class
Inspire Competence: A performer can use his music or When a character with one class gains a level, he may
poems to help an ally succeed at a task. The ally must choose to increase the level of his current class or pick up a
CLASSES & VOCATIONS

be within 30 feet and able to see and hear the performer. new class at 1st level. The character gains the 1st level base
The performer makes a Perform check (DC 15) and attack bonus, base save bonuses, class skills, other class
must also be able to see the ally. The ally gets a +2 features of the new class, hit points of the appropriate die
type and the new class’s number of skill points gained at
competence bonus on skill checks with a particular skill
each additional level (not that number x4, as is the case for
as long as they continue to hear the performer’s music, a 1st level character). The character also selects a starting
recital, or whatever the piece may be. Certain uses of this vocation for his new class.
ability are unfeasible. The effect lasts for as long as the
performer concentrates, up to a maximum of 2 minutes. Picking up a new class is not exactly the same as starting
A performer cannot inspire competence in himself. a character in that class. Some of the benefits for a 1st
Prerequisite: Perform 6 ranks, Inspire Courage. level character represent the advantage of training while
the character was young and fresh, with lots of time to
Inspire Greatness: A performer can use music or poems practice. When picking up a new class, a character does
to inspire greatness in himself or a single willing ally not receive maximum hit points, but should instead roll
within 30 feet, granting extra fighting capability. To the new Hit Die. Vocation does not change for a character
taking a first level in a new class; the character does not
inspire greatness, a performer makes a Perform check (DC
get to choose an additional vocation to go along with the
20) and an ally must hear him perform. The effect lasts new class.
for as long as the ally hears the performer sing (or recite,
or whatever the performance may entail) and for 5 rounds
thereafter. A creature inspired with greatness gains 2 bonus Class and Level Features
Hit Dice (d10s), the commensurate number of temporary As a general rule, the abilities of a multiclass character are
the sum of the abilities provided by each of the character’s
hit points (apply the target’s Constitution modifier, if
classes.
any, to these bonus Hit Dice), a +2 competence bonus
on attack rolls and a +1 competence bonus on Fortitude
saving throws. A character can take this talent more than Level
once; each time, the character can affect an additional ally ‘Character level’ is a character’s total number of levels. It
with the same use. is used to determine when feats and ability score increases
are gained, as per Experience and Level-Dependent
Prerequisite: Perform 9 ranks, Inspire Courage, Inspire
Benefits Table.
Competence.
‘Class level’ is the character’s level in a particular class. For
Inspire Heroics: A performer can use music or poems a character whose levels are all in the same class, character
to inspire tremendous heroism in himself or a single level and class level are the same.
willing ally within 30 feet. To inspire heroics, a performer
makes a Perform check (DC 25) and an ally must hear
the performer give his performance for a full round. A
Hit Points
A character gains hit points from each class as his level
creature so inspired gains a +4 morale bonus on saving increases, adding the new hit points to the previous total.
throws and a +4 dodge bonus to AC. The effect lasts For example, Thornstone begins as an adventurer and
for as long as the ally hears the performer sing (or recite, attains 4th level, then adds levels of scoundrel at his next
or whatever the performance may entail) and for up to two level advancements. As a 4th level adventurer/2nd level
5 rounds thereafter. A character can take this talent scoundrel, his total hit points are 1d10+1d10+1d10+1d
more than once; each time, the character can affect an 10+1d6+1d6. His Constitution modifier of +1 applies
additional ally with the same use. to each hit point die roll and he received maximum hit
Prerequisite: Perform 15 ranks, Inspire Courage, Inspire points at 1st level (10+1=11 hp).
Competence, Inspire Greatness.
Base Attack Bonus
Multiclass Characters
Add the base attack bonuses for each class to get the
character’s base attack bonus. A resulting value of +6
A character may add new classes as he progresses in or higher provides the character with multiple attacks.
levels, thereby becoming a multiclass character. The For instance, a 6th level investigator/2nd level adventurer
class abilities from all of a character’s classes combine has a base attack bonus of +6, calculated as +4 for the
to determine a multiclass character’s overall abilities. investigator levels and +2 for the adventurer levels. A base
Please note that although characters do not get the free attack bonus of +6 allows a second attack with a bonus of
feats and bonuses of vocations attached to additional +1, even though neither the +4 from the investigator levels
66
141.157.188.166
nor the +2 from the adventurer levels
normally allows an additional attack.
Base Attack Additional Ability Increases
Bonus Attacks A multiclass character increases one
+6 +1 ability score by +1 every four character
To use multiple attacks in the same
round, a character must use a full +7 +2 levels, regardless of individual class
attack, which is a full-round action. +8 +3 level. Refer to the Experience and
This is explained fully in the Combat Level-Dependent Benefits table.
+9 +4
section of The World of Adventure
Advancing a Level

CLASSES & VOCATIONS


+10 +5
chapter. +11 +6/+1 Each time a multiclass character attains
+12 +7/+2 a new level, he either increases one of
Saving Throws +13 +8/+3 his current class levels by one or picks
Add the base saving throw bonuses +14 +9/+4 up a new class at 1st level. When a
for each class together. A 3rd level multiclass character increases one of
journeyman/3rd level adventurer +15 +10/+5
his class levels by one, he gets all the
character gets +4 on Fortitude saving +16 +11/+6/+1 standard benefits that characters receive
throws (+3 for the journeyman levels +17 +12/+7/+2 for attaining the new level in that class:
and +1 for the adventurer levels), +6 on +18 +13/+8/+3 more hit points, possible bonuses on
Reflex saving throws (+3 and +3) and +19 +14/+9/+4 attack rolls, Defence, Reputation and
+2 on Will saving throws (+1 and +1). saving throws (depending on the class
+20 +15/+10/+5
and the new level), a new class feature
Defence Value points.
(as defined by the class) and new skill
Add the Defence Value bonuses for each class together. A
4th level occultist / 2nd level scoundrel has a Defence bonus Skill points are spent according to the class that the
of +1 plus +3, for a total of +4. If the same character multiclass character just advanced in. Refer to the
then picked up a level of adventurer, he would add +1 to individual class descriptions for skill points per level.
increase his Defence Value bonus to +5. Skills purchased are purchased at the cost appropriate for
the class level that grants them to the character.
Reputation Bonus
Add Reputation bonuses together. So, a 4th level genius/ Experience for Multiclass
2nd level noble has a +4 Reputation bonus (+2 for the Characters
genius levels and +2 for the noble levels). Allegiances do Diversifying training and education strains a character’s
not change through multiclassing; these occur in game capacity to learn and some characters take an XP penalty
and are limited to three per character regardless of how depending on how they multiclass.
many classes he has as levels of advancement.
Even Levels: If the levels of all classes are more or less
even, that is, within one level of each other, the character
Skills is balanced and does not take an XP penalty. For example,
A multiclass character uses his character level to determine a 3rd level genius/2nd level occultist does not take a penalty,
the maximum ranks he can have in a skill. If a skill is a nor does a 4th level adventurer/3rd level investigator/3rd
class skill for any of a multiclass character’s classes, then level journeyman.
use character level to determine a skill’s maximum rank.
The maximum rank of a class skill is 3 + character level. Uneven Levels: If any two classes are two or more levels
apart, the strain of maintaining and developing the
different abilities imposes a -20% penalty on all XPs
Class Features earned for each class that is not within one level of his
The character gets all class features (talents, bonus feats highest class. Thus, the characters in the above examples
or other special abilities) of all classes for the levels he do not take a penalty, but if they become a 4th level
possesses. genius/2nd level occultist and 5th level adventurer/3rd level
investigator/3rd level journeyman respectively, they receive
Feats a penalty on XP received, this being -20% in the first case
A multiclass character receives a new feat every three and -40% in the second.
character levels, regardless of individual class level; see the Race and Favoured Class: The different races each have
Experience and Level-Dependent Benefits table. Taking one particular class in which they find it especially easy
one level in a new class does not entitle a character to to advance. This favoured class does not count when
receive the feat that a beginning 1st level character gets, determining if a character incurs an XP penalty, just
or two feats that the character gets if he is human. For as if he did not have that class. For example, Hammer
example, a 1st level adventurer who gains 1,000 XP and is an 8th level construct (6th level investigator/2nd level
then takes one level of noble becomes a 2nd level character journeyman); because journeyman is the class favoured
and at that level does not get a new feat. When he attains by constructs, he takes no penalty for his class levels
his next new level and increases his character level to 3rd, being more than one level apart, as if he did not have
then he receives a new feat just as all 3rd level characters are those two levels of journeyman. If he were to take a level
entitled to gain. in adventurer, he would incur a -20% penalty as there
are five levels between his investigator class and his new
adventurer level.
67
141.157.188.166
skills
t he world in OGL Steampunk is caught in the
maelstrom of progress and discovery. In such
a world, what characters know and what they
can do will help them make a difference and distinguish
that skill, but it does allow a check when the skill can only
be used trained. Specialities are sub-skills that hone a
character’s expertise on very specific areas within a skill; a
skill point buys two specialty ranks in a class skill and one
themselves from average citizens. Skills are areas of specialty rank in a cross-class skill.
knowledge and expertise that characters train for,
increasing their levels of proficiency from those of mere
laymen to those of pundits and renowned experts. Classes Using Skills
SKILLS

and vocations describe the natural leanings of a character To make a skill check, roll 1d20 and add the appropriate
but the skills he learns and practices define what he can do skill modifier. Skill modifiers follow a simple equation:
to understand and change the world. Skill modifier = skill ranks + ability modifier +
miscellaneous modifiers. Miscellaneous modifiers can
At each level, a character gets skill points that are used to be anything from synergy bonuses (we will cover those
buy skills. The character’s class and Intelligence modifier later on) to circumstantial bonuses and penalties based on
determine the number of points received. If the character where you are employing the skill or how many grenades
buys a class skill, he gets 1 rank in the skill for each skill are going off around you. To be a little more specific:
point spent. If the character buys a cross-class skill, he
gets ½ rank per skill point spent. The maximum rank in  Skill Ranks: A character’s ranks in a skill are based on
a class skill is equal to character level + 3. The maximum the number of skill points the character has invested in
rank in a cross-class skill is one-half of this number. Half the skill. Some skills can be used even if the character
a rank does not add anything to the modifier for using has no ranks in the skill; doing this is also called
making an untrained skill check.

The tunnels began to blur together. Had they been down here an hour? A day? A week? He was falling-down
tired and he could tell that the fatigue was beginning to wear on everyone, even the cog. They had stopped at least
twice to wind the mechanical man up and that meant they had been down here a while. The ruined city had been
one of the largest in the old empire and its underground passages were equally expansive. He was sure they were on
the right track but the sewer was a labyrinth and each step was becoming more difficult than the last.

Jerrek finally called a halt to the group and wearily proposed that they make camp. It was a testament to their
exhaustion that even the elf did not argue the idea. Fortunately, he knew how to make any kind of hovel
comfortable enough to sleep in, even a rancid pit like this old sewage tunnel.

He broke out his minimal camping gear and started to set it up. Gearbolt would not need much and the elf was
only likely to close her eyes for an hour or so but Thurdin would need as much attention paid to his part of camp as
Jerrek’s own part demanded. Fortunately, militia training had prepared him for setting up twenty-man domiciles;
a dwarf ’s bedroll and a meal for three would not be a huge strain.

‘Sorry I can’t help, Jer.’ The ghostly voice was startlingly close to his ear but Jerrek was already getting used to his
friend’s new ‘existence’. ‘I can only barely touch anything and I am afraid to try starting a fire.’ The chagrin on
Gailion’s milk-white face was almost comical. If Jerrek had had any ability to laugh left, he would have.

‘It is all right. I want you on lookout, if you think you can handle it. Your sight getting any better, Gail?’

The ghost nodded, a spectral wind tousling his massive mane of curls. ‘Yes. The world is getting clearer. I can see
even despite the darkness. If anything alive tries to come at us, I should see them before they get here.’ The lion-
man shifted uncomfortably, still floating a few feet off the ground. ‘I am not sure I will be of any use in stopping
them, though. I am sorry about that.’

Jerrek shook his head and tried to put his hand on Gailion’s shoulder. It passed through him, becoming painfully
chilled in the process. He pulled his hand back and rubbed it against his other one to warm it back up. ‘It’s all
right, Gail. You just cry out if we are in danger. A warning is a lot better than getting eaten in our sleep. Keeping
watch over us is important and you are still the best I know at doing that.’

68
141.157.188.166
 Speciality Ranks: A character’s specialty ranks in Skill Points per Level
a skill specialty are based on the number of skill
Class 1st Level Skill Higher Level
points the character invested in that specialty. A
Points Skill Points
character cannot have specialty ranks without
Adventurer (4 + Int modifier) x4 4 + Int modifier
having ranks in the parent skill.
Genius (8 + Int modifier) x4 8 + Int modifier
 Ability Modifier: The ability modifier used in the Investigator (4 + Int modifier) x4 4 + Int modifier
skill check is the modifier for the skill’s key ability Journeyman (6 + Int modifier) x4 6 + Int modifier
(the ability associated with the skill’s use). The key Occultist (4 + Int modifier) x4 4 + Int modifier
ability of a skill is noted in its description. Scoundrel (8 + Int modifier) x4 8 + Int modifier
Noble (6 + Int modifier) x4 6 + Int modifier
 Miscellaneous Modifiers: Miscellaneous modifiers

SKILLS
include bonuses provided by specialty ranks, feats simple and some people become so adept that skills failing
and class features and penalties such as the ones one time in twenty just is not reasonable. By the same
associated with the non-proficient use of armour. token, Morit the ordinary janitor can keep pulling levers
on a time machine from now until he retires and never get
Acquiring Skill Ranks it to work. The machine is so complex that he cannot ‘get
Skill ranks indicate how much training, experience, or lucky’ and operate it with a natural 20.
innate talent a character has with a given skill. Each skill
has a number of ranks. These range from 0, for a skill Difficulty Class
in which a character has no training at all, to 23, for a Some checks are made against a Difficulty Class (DC).
20th level character who has increased a class skill to its The DC is a number set by the Games Master (using
maximum rank. Skill modifiers can be much higher than the skill rules as a guideline) that a character must
23 once ability bonuses, equipment bonuses and other
factors are added in but skill ranks themselves can never Difficulty Class Examples
be higher than 23. When making a skill check, a character Difficulty (DC) Example (Skill Used)
adds his skill ranks to the roll as part of the skill modifier. Very easy (0) Notice something large
in plain sight, like an
For your convenience, the number of skill points gained oncoming locomotive
by acquiring levels in the various classes is revisited here. (Spot)
Remember that only at the first character level, the value Easy (5) Climb down a ladder,
listed is multiplied by four to simulate the amount of even while carrying a
experience gained before play begins. phonograph (Climb)
Average (10) Hear an approaching
Acquiring Speciality Ranks automaton (Listen)
Speciality ranks indicate how much extra attention a Tough (15) Disable a mechanical
character devotes to a specific area within a given skill. explosive, preferably
Not all skills have Specialities, only those that specifically before it goes off (Disable
list the available areas of specialisation. Characters cannot Device)
have more skill specialty ranks than they have ranks in Challenging (20) Swim through the sewers
its parent skill, nor can a character have more than two (Swim. The Fortitude
different specialisations per main skill. When making a save comes later.)
skill check, a character adds his skill speciality ranks to Formidable (25) Perform an earth-
the roll as part of the skill modifier ONLY if the area shattering magic effect
of specialisation applies. For example, Thurdin has six (Ritual)
ranks in Craft (mechanical) and four speciality ranks in Heroic (30) Leap across a thirty foot
the steamworks speciality. When making any machine access alley with an angry
with steam power, he adds +10 skill bonus to his Craft mob at your heels (Jump)
(mechanical) check but for any other kind of machine he Superheroic (35) Convince hostile guards
only adds the +6 from his general skill ranks. that you really do belong
in His Lordship’s study
Skill Checks and Automatic Rolls (Bluff )
Unlike attack rolls and saving throws, a natural roll of Nearly impossible (40) Track a native guide
20 on the d20 is not an automatic success when making through the jungles of
a skill check and a natural roll of 1 is not an automatic the colonial territories on
failure. This reflects the fact that bonuses and penalties a moonless night after 12
with skill checks can often be wider than the twenty point days of rainfall (Survival,
margin of the die roll itself and that some tasks become so and a lot of ranks in it)

69
141.157.188.166
attain to succeed. This number is the sum total of every character does however receive other modifiers, such as the
condition inherent in the check itself and does not include ability modifier for the skill’s key ability. Some skills can
environmental factors or aspects outside the scope of the be used only if the character is trained in the skill; there are
basic skill. Those are circumstantial or synergy modifiers very few circumstances that will allow a character to use
and they augment the check, not the Difficulty Class. such a skill with only his innate ability and some luck.

Opposed (Contested) Checks Ability Checks


Some skill checks are opposed checks. They are made Sometimes a character tries to do something for which
against a randomised number, usually another character’s no specific skill really applies. In these cases, they must
skill check result. For ties on opposed checks, the make an ability check. An ability check is a roll of 1d20
character with the higher base skill bonus wins. If those plus the appropriate ability modifier. Essentially, they are
scores are the same, the highest key ability score wins the making an untrained skill check, since using a skill that a
SKILLS

tie. If these are also the same, every character involved character does not have any skill ranks in is effectively an
re-rolls the check. unmodified ability check.

Example Opposed Checks In some cases, an action is a straight test of one’s ability
Opposing with no luck involved. Just as characters would not make
Attempted Action Skill Skill a height check to see who is taller, they would also not
Sneak up on a guard Move Listen make Strength checks to see who is stronger. The Games
Silently Master is responsible for determining what situations call
Deceive a guard Bluff Sense for ability checks, which ones have skill checks as a more
Motive appropriate method of adjudication and when rolls are
not required at all.
Hide from a guard Hide Spot
when the last two
actions fail Favourable and Unfavourable
Find food when Survival Survival Conditions
everyone else in the Some situations may make a skill easier or harder to use,
slum is desperate to resulting in a bonus or penalty to the skill modifier or a
eat as well change to the skill check’s DC. The Games Master can
Win an ornithopter Pilot Pilot alter the odds of success in four ways to take into account
race exceptional circumstances. Exceptional circumstances
Pretend to be a Disguise Spot happen all the time in the world of OGL Steampunk, but
noble then, that is what keeps the action flowing and people’s
Steal a pocket watch Sleight of Spot heads behind cover.
Hand
Create a fake college Forgery Forgery  Give the skill user a +2 circumstance bonus to
diploma represent conditions that improve performance, such
as having the perfect tool for the job, getting help from
Trying Again another character, or working under conditions that
If a character fails a skill check, he can sometimes try are significantly better than normal.
again. Check the applicable skill description to find out if,
and under what circumstances, a character can try again.  Give the skill user a -2 circumstance penalty to
Many skills have natural consequences for failing that represent conditions that hamper performance, such
must be accounted for. Even if these offer another try, the as being forced to use improvised tools or possessing
consequence must be suffered first. Some skills cannot be misleading information.
tried again once a check has failed for a particular task. If
the use of a skill carries no penalty for failure, a character  Reduce the DC by 2 to represent circumstances that
can ‘take 20’, as per the rules given below and assume that make the task easier, such as having a friendly audience
he keeps trying until he eventually succeeds, assuming he when making a Perform check or searching for
has enough of a modifier to succeed at all. information on an extremely well documented topic
with a Research check.

Untrained Skill Checks  Increase the DC by 2 to represent circumstances


Generally, if a character attempts to use a skill he does that make the task harder, such as making a Perform
not have any ranks in, the character makes a skill check as check in front of a hostile audience or searching for
described. The character’s skill modifier does not include information on a very poorly documented topic with a
skill ranks because the character does not have any. The Research check.

70
141.157.188.166
Conditions that affect a character’s ability to perform the rolled a 20. Taking 20 is the equivalent of attempting
skill change the character’s skill modifier. Conditions the check over and over again until the character
that modify how well the character must perform the gets it right. Taking 20 takes twenty times as long as
skill to succeed change the Difficulty Class. A bonus on making a single check. This equates to 2 minutes for
a character’s skill modifier or a reduction in the DC of the a skill that can normally be checked in 1 round.
check have the same result – they create a better chance for
success – but they represent different circumstances and
sometimes that distinction is important.
Aiding Another
In some situations, characters can co-operate to accomplish
a given task. One character is designated as the leader in
Time and Skill Checks the effort, while the others try to aid the character in his
Using a skill might take a round, several rounds, or even efforts. A character aids another by making a skill check
longer. It might take no time at all. Types of actions at DC 10. This is an attack action, and the character

SKILLS
define how long activities take to perform within the cannot take 10 on this check. If the check succeeds, the
framework of a combat round (six seconds) and how character’s ally gains a +2 circumstance bonus to apply to
movement is treated with respect to the activity. See the his skill check to complete the task.
skill description for specifics on how long a skill takes to
use. In general, using a skill that requires concentration In many cases, a character’s help will not be beneficial or
while in close combat is dangerous. only a limited number of characters will be able to help at
the same time. The Games Master may always limit aid
Tools another attempts as he sees fit.
Some skill applications require the use of tools. If tools
are needed, the specific items required are mentioned in Skill Synergy
the skill description. If the character does not have the It is possible for a character to have two skills that work
appropriate tools, he can still attempt to use the skill, but well together. In general, having five or more ranks in
the character takes a -4 penalty on his check. one skill gives the character a +2 synergy bonus on skill
checks with each of its synergistic skills, as noted in the
A character may be able to put together some impromptu skill description. In some cases, this bonus applies only to
tools to make the check. If the Games Master allows this, specific uses of the skill in question and not to all checks
reduce the penalty to -2 (instead of -4) for having a set made with it. Some skills provide benefits on other checks
of impromptu tools. It usually takes some time (several made by a character, such as those checks required to use
minutes to an hour or more) to collect or create a set of certain class features.
impromptu tools and it may require a skill check as well.
The best skill to use in this circumstance is the same one Skill Synergies in Brief
that was being attempted with the tool in the first place. Five or more ranks Gives a +2 bonus to…
in…
Checks without Rolls Bluff Diplomacy, Intimidate,
A skill check represents an attempt to accomplish some Sleight of Hand and
goal, usually in the face of time pressure or distraction. Disguise checks
Sometimes though, a character can use a skill under more Escape Artist Use Rope checks
favourable conditions and eliminate the luck factor. Two Handle Animal Ride
kinds of ‘diceless’ skill checks exist. Jump Tumble checks
Knowledge (all) (See Text)
 Taking 10: When a character is not being threatened Search Survival checks
or distracted, he may choose to take 10. Instead of Sense Motive Diplomacy checks
rolling 1d20 for the skill check, calculate the result
Tumble Balance and Jump checks
as if the character had rolled a 10 (an average roll on
Use Rope Climb and Escape Artist
a d20). For many relatively routine tasks, taking 10
checks
results in a success. Distractions and threats make
it impossible for a character to take 10. A character
Check individual skill descriptions for full details of skill
also cannot take 10 when using a skill untrained,
synergies.
though the Games Master may allow exceptions for
truly routine activities.
Modifier Types and Stacking
 Taking 20: When a character has plenty of time, is A modifier provides a bonus (a positive modifier, such
faced with no threats or distractions, and the skill as a steam engine built with nice little plaques on all the
being attempted carries no penalty for failure, a important levers) or a penalty (a negative modifier, such
character can take 20. Instead of rolling 1d20 for the as a steam engine built with every lever the same shape
skill check, calculate the result as if the character had or colour or inaccurate labelling) to a die roll. Every

71
141.157.188.166
applicable modifier, positive and negative, is added to the  Untrained: Any details about using a skill
check result, but special attention must be given to named untrained. If this entry does not appear, it means the
modifiers. skill works the same even when used untrained, or
that an untrained character cannot make checks with
Bonuses with specific descriptors, such as ‘equipment this skill, which is true for skills that are designated
bonus,’ generally do not stack (combine for cumulative ‘Trained Only’.
effect) with others of the same type. In those cases, only
the best bonus of that type applies.  Time: How much time it takes to make a check with
this skill.
The only specific bonuses that stack are dodge bonuses,
synergy bonuses, and sometimes circumstance bonuses. When reading a skill description, keep the following
Circumstance bonuses stack only if they’re provided by details in mind:
SKILLS

differing circumstances; if two circumstance bonuses


caused by similar circumstances apply, they do not stack.  Trained Only: If ‘Trained Only’ appears on the
line with the skill name, a character must have at
Specific bonuses that do not stack include competence, least 1 rank in the skill to use it. If ‘Trained Only’
cover, equipment, morale, natural armour, and size. is omitted, the skill can be used untrained. If any
particular notes apply to trained or untrained use,
Any bonus without a descriptor (such as simply a +1 they are covered in the Special section (see above).
bonus) stacks with other bonuses. All penalties stack,
regardless of their descriptors.  Armour Penalty: If ‘Armour Penalty’ appears on
the line with the skill name, apply the armour penalty
Skill Descriptions for the armour the character is wearing to checks
involving this skill.
In OGL Steampunk, skills are presented in alphabetical
order in the following format. The first line of every skill
listing includes the following: Balance (Dex; Armour Penalty)
Whether sliding across rooftops and chimneys or walking
 Skill Description Format over the tubes of a complex mechanical monstrosity,
characters often find themselves in a situation where
 Skill Name (Key Ability) maintaining equilibrium is the best alternative to a
gruesome end down below.
 Trained Only; Armour Penalty (if applicable)
Check: The character can walk on a precarious surface.
 Key Ability: The abbreviation for the ability whose A successful check allows the character to move at half
modifier applies to the skill check. Exceptions: his speed along the surface as a move action. A failure
Speak Language and Read/Write Language have indicates that the character spends his move action
‘None’ given as their key ability because the use of keeping his balance and does not move. A failure by 5
these skills never requires a check. or more indicates that the character falls. The difficulty
varies with the conditions of the surface. A damaging
Below the primary skill line, the following information surface is any walking area that causes the character to take
is given: damage while he is in contact with it, such as a burning
window ledge or the acid-covered rim of an experimental
 Specialities: If a character can buy speciality ranks voltaic battery.
in specific areas of the skill, they will be listed here.
Narrow Surface DC*
 Check: What a character can do with a successful 7–12 in. wide 10
skill check and the check’s DC. The majority of the 2–6 in. wide 15
skill’s entry occurs in this section. Less than 2 in. wide 20
Difficult Surface DC
 Try Again: Any conditions that apply to repeated
Uneven or angled 10
attempts to use the skill for a particular purpose. If
this entry is omitted, the skill check can be tried Slippery surface 10
again without any inherent penalty other than taking Damaging surface +5
additional time. *Add +5 to the DC if the narrow surface is slippery or angled;
add +10 if it is both slippery and angled.
 Special: Any particular notes that apply, such as
whether a character can take 10 or take 20 when Being Attacked While Balancing: While balancing, the
using the skill. character is flat-footed (the character loses his Dexterity
bonus to Defence, if the character has one) unless the
72
141.157.188.166
character has 5 or more ranks in Balance. If the character A successful Bluff check indicates that the target reacts as
takes damage, he must make a Balance check again to the character wishes, at least for a short time (usually 1
remain standing. round or less) or that the target believes something that
the character wants him to believe.
Accelerated Movement: The character can try to cross
a precarious surface more quickly than normal. The A Bluff requires interaction between the character and
character can move his full speed, but the character takes the target. Targets unaware of the character cannot be
a –5 penalty on his Balance check. Moving twice the bluffed.
character’s speed in a round requires two checks, one for
each move action. Sense Motive Example
Circumstances Modifier
The character can attempt to charge across a precarious The target wants to believe the –5

SKILLS
surface. Charging requires one Balance check at a character. ‘The parts are legitimate
–5 penalty for each multiple of the character’s speed (or salvage, my good man. I only sell
fraction thereof ) that the character charges. them so that I may lighten my
travelling load.’
Special: A character can take 10 when making a Balance The bluff is believable and does not +0
check, but cannot take 20. A character with the Focused affect the target much one way or
feat gains a +2 bonus on all Balance checks. A character the other. ‘Not sure what you mean,
with five or more ranks in Tumble gains a +2 synergy guv’nor. I’m just an ‘umble man doing
bonus to all Balance checks. an ‘umble street-sweeper’s job.’
The bluff is a little hard to believe or +5
Time: Balancing while moving one-half the character’s
puts the target at some kind of risk. ‘I
speed is a move action. Accelerated movement, allowing
assure you, those blood spots on my
the character to balance while moving his full speed, is also
collar are from a shaving accident.’
a move action.
The bluff is hard to believe or entails +10
a large risk for the target. ‘The beam
Bluff (Cha) emitted from the galvanic pulsator will
Lying and exaggerating can become a way of life amongst increase your musculature and make
many, particularly the less fortunate members of society, you irresistible to the ladies! Step into
although this skill is also disturbingly common amongst it, sir, forthwith! It is not dangerous!’
the high born who cover up their unseemly peccadilloes The bluff is way out there; it’s almost +20
and cajole favours out of each other. too incredible to consider. ‘We are
requisitioning this ironclad on the
Specialities: Lying, feinting in combat, secret messages. direct orders of the King! Our mission
is far too secret for us to explain it to
Check: A Bluff check is opposed by the target’s Sense the likes of you! Stand aside, my good
Motive check when trying to con or mislead. Favourable man!’
and unfavourable circumstances weigh heavily on the
outcome of a bluff. Two circumstances can work against Feinting in Combat: A character can also use Bluff to
the character; the bluff may be inherently hard to believe, mislead an opponent in combat so that the opponent
or the action that the bluff requires the target to take goes cannot dodge the character’s attack effectively. If the
against the target’s self-interest, nature, personality, or character succeeds, the next attack the character makes
orders. against the target ignores his Dexterity bonus to Defence
(if the opponent has one), thus lowering his Defence
If it is important, the Games Master can distinguish score. Using Bluff in this way against a creature of animal
between a bluff that fails because the target does not intelligence (Int 1 or 2) imposes a –8 penalty on the check.
believe it and one that fails because it asks too much of Against a non-intelligent creature, feinting is impossible.
the target. For instance, if the target gets a +10 bonus
because the bluff demands something risky of the target Creating a Diversion to Hide: A character can use Bluff to
and the target’s Sense Motive check succeeds by 10 or less, help him hide. A successful Bluff check gives the character
then the target does not so much see through the bluff as the momentary diversion needed to attempt a Hide check
prove reluctant to go along with it. If the target’s Sense while people are aware of the character. See the Hide
Motive check succeeds by 11 or more, he has seen through skill.
the bluff, and would have succeeded in doing so even if it
had not placed any demand on him, that is, even without Sending a Secret Message: A character can use Bluff to
the +10 bonus. send and understand secret messages while appearing
to be speaking about other things. The DC for a basic

73
141.157.188.166
message is 10. Complex messages or messages that try Accelerated Climbing: A character can try to climb more
to communicate new information have DCs of 15 or quickly than normal. The character can move his full
20. Both the sender and the receiver must make the speed, but the character takes a –5 penalty on his Climb
check for the secret message to be successfully relayed check (moving twice the character’s speed in a round
and understood. Anyone listening in on a secret message requires two checks, one for each move action).
can attempt a Sense Motive check, with a DC equal
to the sender’s Bluff check result. If successful, the Making Handholds and Footholds: A character can make
eavesdropper realises that a secret message is contained in handholds and footholds by pounding pitons into a wall.
the communication. If the eavesdropper beats the DC by Doing so takes 1 minute per piton, and one piton is
5 or more, he understands the secret message. Whether needed per 3 feet. As with any surface with handholds
trying to send or intercept a message, a failure by 5 or and footholds, a wall with pitons in it has a DC of 15. In
more points means that one side or the other misinterprets similar fashion, a climber with an ice axe or other proper
SKILLS

the message in some fashion. implement can cut handholds or footholds in an ice wall.

Try Again: Generally, a failed Bluff check makes the Catching Oneself When Falling: It is practically impossible
target too suspicious for the character to try another bluff for a character to catch himself on a wall while falling.
in the same circumstances. For feinting in combat, the Make a Climb check (DC equal to wall’s DC + 20) to do
character may try again freely. so. A slope is relatively easier to catch on. In this case, the
DC is equal to the slope’s DC + 10.
Special: A character can take 10 when making a bluff
(except for feinting in combat) but cannot take 20. A Special: A person using a rope can haul a character
character with the Deceptive feat gets a +2 bonus on all upward or lower him down by means of sheer strength.
Bluff checks. A character with five or more ranks in Bluff Use twice a character’s maximum load to determine how
gains a +2 synergy bonus on Diplomacy, Intimidate and much weight he can lift.
Sleight of Hand checks as well as on Disguise checks when
trying to act in character. A character can take 10 while climbing but cannot take
20. A character without climbing gear takes a –4 penalty
Time: A bluff takes at least 1 round (and is at least a full- on Climb checks. At the Games Master’s discretion,
round action) but can take much longer if the character certain kinds of climbing attempts might require only a
tries something elaborate. Using Bluff as a feint in combat rope or some other implement, or even just one’s hands
is an attack action. and feet, rather than a full set of climbing gear to avoid the
penalty. A character with the Athletic feat gets a +2 bonus
Climb (Str; Armour Penalty) on all Climb checks. A character with five or more ranks
Sailed vessels need someone to shimmy up the masts in Use Rope gains a +2 synergy bonus on Climb checks
and man the crow’s nest, just as sweeps ply their trade when using a rope.
by squeezing themselves up and down chimneys and
adventurers cling doggedly to the faces of cliffs. DC Example Wall or Surface or Task
0 A slope too steep to walk up.
Check: With each successful Climb check, the character 5 A knotted rope with a wall to brace against.
can advance up, down, or across a slope or a wall or other 10 A rope with a wall to brace against. A knotted
steep incline, or even a ceiling with handholds. A slope rope hanging freely. A surface with sizable
is considered to be any incline of less than 60 degrees; a ledges to hold on to and stand on, such as a
wall is any incline of 60 degrees or steeper. A failed Climb rugged cliff face.
check indicates that the character makes no progress, and 15 Any surface with adequate handholds and
a check that fails by 5 or more means that the character footholds (natural or artificial) such as a
falls from whatever height he had already attained, unless rough natural rock surface, a tree, or a chain-
the character is secured with some kind of harness or other link fence. A rope without any knots. Pulling
equipment. yourself up when dangling by your hands.
20 An uneven surface with just a few narrow
The DC of the check depends on the conditions of the handholds and footholds, such as a coarse
climb. If the climb is less than 10 feet, reduce the DC by masonry wall or a sheer cliff face with a few
5. Since the character cannot move to avoid an attack, he crevices and small toeholds.
is flat-footed while climbing and thus the character loses 25 A rough surface with no real handholds or
any Dexterity bonus to Defence. Any time the character footholds, such as a brick wall.
takes damage while climbing, make a Climb check against 25 Overhang or ceiling with handholds but no
the DC of the slope or wall. Failure means the character footholds.
falls from his current height and sustains the appropriate
— A perfectly smooth, flat, vertical surface cannot
falling damage.
be climbed without special equipment.

74
141.157.188.166
Modifiers Condition so as to avoid attacks of opportunity altogether. This
–10* Climbing inside an air duct or other does not apply to other actions that might incur attacks
location where one can brace against of opportunity, such as movement. If the Concentration
two opposite walls. This reduces the check succeeds, the character may attempt the action
normal Climb DC by 10. normally without incurring any attacks of opportunity.
A successful Concentration check still does not allow a
–5* Climbing a corner where a character
character to take 10 on a check when he is in a stressful
can brace against perpendicular walls.
situation; the character must roll the check as normal. If the
This reduces the normal Climb DC
Concentration check fails, the related action automatically
by 5.
fails (incurring any appropriate ramifications) and the
+5* Surface is slippery. This increases the
action is wasted, just as if the character’s concentration
normal Climb DC by 5.
had been disrupted by a distraction.
*These modifiers are cumulative; use any that apply.

SKILLS
Since Concentration checks are called for in stressful
Time: Climbing at one-half the character’s speed is a situations, a character cannot take 10 or take 20 on such
full-round action. Moving half that far (one-fourth the checks. A character with the Focused feat gets a +2 bonus
character’s speed) is a move action. Accelerated climbing, on all Concentration checks.
allowing the character to climb at his full speed, is a full-
round action. A character can move half that far (one-half Time: Making a Concentration check does not require an
his speed) as a move action. action. It is either a reaction, when attempted in response
to a distraction, or part of another action, when attempted
Concentration (Con) actively.
In a world of hissing steam engines and clanking
machinery, keeping a cool head is of tantamount Craft (Int; Some Trained Only)
importance for delicate work, particularly that of This skill encompasses several categories, each of them
magicians and psychics. treated as a separate skill: Craft (chemical), Craft
(electronic), Craft (expression), Craft (mechanical), Craft
Check: A character makes a Concentration check (pharmaceutical), Craft (structural) and Craft (visual arts).
whenever he may potentially be distracted (by taking Craft skills are specifically focused on creating objects. To
damage, by harsh weather and so on) while engaged in use a Craft skill effectively, a character must have a kit or
some action that requires the character’s full attention. some other set of basic tools. The purchase DC of this
If the check succeeds, the character may continue with equipment varies according to the particular Craft skill.
the action. If the Concentration check fails, the action
automatically fails. The check DC depends on the nature To use Craft, first decide what the character is trying to
of the distraction. make and consult the category descriptions below. Make
a Wealth check against the given purchase DC for the
Try Again: Yes, though a success does not cancel the object to see if the character succeeds in acquiring the
effects of a previous failure, such as the disruption of an raw materials. If the character succeeds at that check,
action that was being concentrated on. make the Craft check against the given DC for the object
in question. If the character fails the check, he does not
Special: By making a check against DC 15, a character make the object and unless otherwise noted, the raw
can use Concentration to attempt an action defensively, materials are wasted. The created object can be sold

Distraction DC
Damaged during the action * 10 + damage dealt
Taking continuous damage during the action ** 10 + half of continuous
damage last dealt
Vigorous motion (bouncy vehicle ride, small boat in rough water, below decks in a 10
storm-tossed ship, riding a horse)
Violent motion (very rough vehicle ride, small boat in rapids, on deck of storm-tossed 15
ship, galloping horse)
Extraordinarily violent motion (earthquake) 20
Entangled in net or snare 15
Grappling or pinned 20
Weather is a high wind carrying blinding rain or sleet 5
Weather is wind-driven hail, dust or debris 10
* Such as an activity that requires more than a single full-round action.
** Such as from catching on fire.

75
141.157.188.166
with a Purchase DC equal to the raw materials +3. For Purchase Craft
every 5 points that the character exceeds the DC he can Type of Chemical DC DC Time
either increase the Purchase DC by +1, or reduce the time Holy water (flask) * 12 15 5 min
needed to create the item by 10% (regardless of the result,
Alchemist’s fire (flask) 12 20 8 hr
the time cannot be reduced to less than 50%); thus, if he
Match 1 20 10
exceeds the DC by 10 points, he could either increase the
min
DC by +2, reduce the time by 20% or increase the DC by
+1 and reduce the time by 10%. Smokestick 11 20 5 min
Sunrod 3 25 12 hr
Generally, a character can take 10 when using a Craft skill Tanglefoot bag 14 25 24 hr
to construct an object. He cannot however, take 20, since Thunderstone 13 25 1 hr
doing so represents multiple attempts and the character Gunpowder (horn) 2 20 1 hr
SKILLS

uses up the raw materials after the first attempt. The Percussion cap (12) 2 15 2 hr
exceptions are the writing and analytical programming * Requires the intervention of an ecclesiastic occultist.
Specialities of Craft (expression); a character can take 20
because the character does not use up any raw materials Explosives: Building an explosive from scratch is
and thus no Wealth check is required to use the skill. dangerous. If the Craft (chemical) check fails, the raw
materials are wasted. If the check fails by 5 or more, the
Craft (chemical) (Int; Trained explosive compound detonates as it is being made, dealing
half of its intended damage to the builder and anyone
Only) else in the burst radius. If the check succeeds, the final
Inheriting the ages-old craft of alchemy, contemporary product is a piece of solid material, about the size of a
chemists have perfected and refined their trade so that brick. An explosive compound does not include a fuse
while the product is more accessible to the masses, the or detonator. Connecting a fuse or detonator requires a
preparation still retains its inherent difficulty. Craft (mechanical) check.

Specialities: Acids and bases, alchemical compounds, Type of Scratch- Purchase Craft Time
explosives, poisons. Built Explosive DC DC
Improvised 6 10 1 rnd
This skill allows a character to mix chemicals to create (1d6/5-ft.) *
acids, bases, alchemical compounds, explosives and
Simple 12 15 10 min
poisonous substances.
(2d6/5-ft.)
Moderate 16 20 1 hr
Acids and Bases: Acids are corrosive substances that deal
(4d6/10-ft.)
acid damage. Bases neutralize acids but do not deal
damage. A base of a certain type counteracts an acid of Complex 20 25 3 hr
the same type or a less potent type but has no effect at all (6d6/15-ft.)
upon a more potent type. Powerful 25 30 12 hr
(8d6/20-ft.)
Type of Purchase Craft DCs Devastating 30 35 24 hr
Chemical DCs Acid Base Time (10d6/25-ft.)
Mild 8 15 10 1 min * The figures in parentheses are typical damage/burst radiuses for
(1d6/1d10) * each type of explosive.
Potent 12 20 15 30 min
(2d6/2d10) Poisonous Substances: Solid poisons are usually ingested.
Concentrated 16 30 20 1 hr Liquid poisons are most effective when injected directly
(3d6/3d10) into the bloodstream. Gaseous poisons must be inhaled to
* The dice rolls in parentheses are typical splash damage/immersion be effective. Full information about poisons is on pg 207,
damage caused per round of exposure to the acid. in the Adventuring section of the A World of Adventure
chapter.
Alchemical Compounds: A throwback to the days before
Special: A character without a chemical kit takes a -4
the scientific method, alchemical compounds are
penalty on Craft (chemical) checks. A character with
curious substances that serious chemists learn to create
the Builder feat gets a +2 bonus on all Craft (chemical)
as amusements, though they still retain their usefulness.
checks.
The effects of the different substances are explained in the
Equipment and Wealth chapter.

76
141.157.188.166
Craft (mechanical) (Int; Trained
Only)
Construction is the core ability of a Steampunk society.
Those with the knowledge and talent to create mechanical
devices, from simple toys to complicated contraptions, are
greatly valued and are sure to achieve much in life.

Specialities: Clockworks, electrical devices, firearms,


motors and engines, steamworks, traps.

This skill allows a character to build mechanical devices

SKILLS
from scratch, including engines and engine parts,
firearms, clockworks and other gadgets. When building
a mechanical device from scratch, the character describes
the kind of device he wants to construct; then the Games
Master decides if the device is simple, moderate, complex,
or advanced compared to current technology.

Type of Scratch- Purchase Craft Time


Built Mechanical DC DC
Device
Simple (tripwire 5 15 1 hr
trap)
Moderate 12 20 12 hr
(clockwork power circumstance bonus on Fortitude saves made to resist the
source) effects of a disease or a poison.
Complex 16 25 24 hr
(clockwork power The Craft (pharmaceutical) check is based on the severity
source, revolver of the disease or poison to be countered as measured by
pistol) the DC of the Fortitude save needed to resist it. The
Advanced 20 30 60 hr Purchase DC for a given illicit drug in the Equipment
(analytical engine, chapter is cross referenced with the one listed there to
clockthing) determine how long it takes to make ten doses of the
Extreme (steam 25 35 100 hr drug and the base Craft DC to do so. Certain drugs
locomotive) have a DC modifier to their craft checks, as noted in their
description. Poisons can be created with Craft (chemical),
Special: A character without a mechanical tool kit takes a for which see above.
-4 penalty on Craft (mechanical) checks. A character with
the Builder feat gets a +2 bonus on all Craft (mechanical) Disease/Poison Purchase Craft Time
checks. For truly amazing mechanical devices, genius Fortitude Save DC DC
characters can build amazing machines, see The Power of DC
Steam chapter. 14 or lower 5 15 1 hr
15–18 10 20 3 hr
Craft (pharmaceutical) (Int; 19–22 15 25 6 hr
Trained Only) 23 or higher 20 30 12 hr
Separate from alchemy and its daughter chemistry, the Special: A character without a pharmacist kit takes a –4
practice of making remedies has come into its own as penalty on Craft (pharmaceutical) checks. A character
health and medicine are better understood thanks to with the Treat Injury Expert feat gets a +2 bonus on all
scientific development. Craft (pharmaceutical) checks.
Specialities: Medicaments (for disease), antitoxins (for
poisons and drugs), drugs. Craft (structural) (Int)
Perhaps the lesser of the crafting trades, the ability to
This skill allows a character to compound medicinal build structures is still greatly valued, as even the most
drugs to aid in recovery from treatable illnesses or counter sophisticated machine needs a solid framework to rest
the effects of poison. A medicinal drug gives a +2 upon.

77
141.157.188.166
Jerrek heard footsteps moving slowly up to his bedroll. He had not heard a warning from Gail but he was still
worried. Down here, he would not have been surprised to have something walk out from the raw stone walls
themselves. He waited until the sound came close, then came up with a long knife from under his pillow. Instantly
an armoured hand blocked the blade, the face above it marked with a woman’s sardonic grin.

‘Sloppy, Jerrek. If I’d wanted you dead, you would be.’ The thing in her other hand did not look like a weapon,
though. It was a small bag with an herbal, almost acrid smell.

He relaxed and pulled the blade back. ‘Okay, what do you want?’ As he spoke, she knelt down beside him and
opened the pouch. Inside, he saw a roll of bandages and a clay pot filled with some kind of fatty cream.

‘You got bit a ways back. I want to make sure you don’t get sick on us.’ Her tone was lighter than usual, though
SKILLS

her hands were no gentler. She turned him over and pulled the bedroll down to expose his legs.

The cream stung, the pain worsening by the second, scalding him like boiling water. He did not give her the
satisfaction of crying out. Even when she started stitching the wounds closed, he kept quiet. There was something
about her that was different now. It might have been the way she was not jabbing at him with her needles nearly
as hard, or the fact that she was using a medicine that did not burn like acid any more. She was acting oddly, and
he did not trust that any farther than he could throw a sentinel cog.

Specialities: Armoursmithing, bowmaking and fletching, When building a structure from scratch, the character
buildings, furniture, handicrafts, leatherworking, describes the kind of structure he wants to construct;
metalworking, seaming and weaving, weaponsmithing, then the Games Master decides if the structure is simple,
woodworking. moderate, complex or advanced in scope and difficulty.

This catch-all skill allows a character to build non- Special: A character without a mechanical tool kit takes a
mechanical objects and structures made of wood, stone, -4 penalty on Craft (structural) checks. A character with
cloth, leather or metal from scratch, including bookcases, the Builder feat gets a +2 bonus on all Craft (structural)
desks, suits of armour, non-mechanical weapons like checks.
swords and bows, clothes, walls, houses and so forth,
and includes such handyman skills as plumbing, house Craft (expression) (Int)
painting and building cabinets. Expressing thoughts and ideas is wholly different than
creating practical things, yet experts at such crafts are
Type of finding recognition for their talent as their trade emerges
Scratch-Built and technology helps spread it through the media.
Structure Purchase Craft
(Examples) DC DC Time Specialities: Visual arts, telluric sketching, writing,
Simple 5 15 12 hr analytical programming, printing operation.
(bookcase, false
wall) This skill allows a character to express thoughts and ideas
Moderate 10 20 24 hr through material objects, such as visual media (paintings,
(locking photographs, lithographs, cinematography and so on),
armoured gun words (writing and print shop design) and even the more
case, shed with complex disciplines of programming an analytical engine
power) or sketching telluric circuitry to combine the power of
magic with the discipline of science.
Complex 15 25 60 hr
(bunker, domed Visual Arts, Writing and Printing: Unlike other Craft
ceiling) Specialities, expression is both an art and an industry.
Advanced 20 30 600 hr A character decides what he wants to do, considering
(house, that some crafts require very particular equipment like
assuming space oils and paints, a photographic or cinematographic
and permits can camera, pen and paper or a large and bulky printing
be obtained) engine. The character rolls a Craft (expression) check,
Extreme 30 35 6000 hr the result of which determines the quality of the work.
(apartment Unless the effort is particularly elaborate or the character
complex) must acquire an expensive piece of equipment, the basic
components have a purchase DC of 5.
78
141.157.188.166
Skill Check Result Effort Achieved  Artificial Expertise: Analytical engines can be
9 or lower Untalented amateur taught skills. An analytical engine can learn one
10–19 Talented amateur skill per point of its activated Intelligence modifier.
Success in the Craft (expression) check grants the
20–24 Professional
engine 1 rank in one of the skills it knows or the
25–30 Expert
first rank in a new skill. Appropriate skills for
31 or higher Master analytical engines are: all Craft skills except Craft
(expression), Decipher Script, Disable Device,
Creating a work of expression requires a full-round action
Drive, Forgery, Gamble, Investigate, all Knowledge
at the very least and usually takes an hour, a day, or more,
skills, Navigate, Perform, Pilot, Profession, Read/
depending on the scope of the project.
Write/Speak Language, Repair, Research and Treat
Injury. A character cannot program more skill ranks
Reputation Increase: Work of an Expert or Master

SKILLS
in any skill than he himself has, although another
quality can raise a character’s Reputation score. Make a
character with such skills may assist him with the aid
Reputation test, adding +1 for an Expert work or +2 for a
another action, in which case he grants his comrade
Master work, against a DC of 20. If the test is successful,
the ability to input the desired skill ranks into the
the artist’s reputation goes up 1 point. Artistic endeavours
analytical engine instead of granting him a +2 bonus
can never raise a character’s Reputation score by more
to the Craft (expression) check.
than +5, and only one test can be made every 6 months.
 Specific Instruction: An analytical engine can be
Analytic Programming: By means of the Craft (expression)
taught to perform a simple task that it could possibly
skill, a character can teach an analytical engine to
perform with the equipment it can control. These
perform certain functions. This is only possible with
instructions are similar to those for the Handle
‘dumb’ analytical engines, which are those found in
Animal skill. The Games Master decides which
the Equipment and Wealth chapter and for amazing
instruction is appropriate for any given analytical
machines with the Limited Sentience special feature.
engine.
More sophisticated engines like those provided by the Full
Sentience feature or those that construct characters possess
Telluric Sketching: This is the ability to trace patterns and
are capable of learning on their own.
diagrams by which telluric power, the name the scientists
give to magic, can manifest in specific effects. Only
A character can ‘teach’ an analytical engine a number of
geniuses and occultists have any use for telluric sketching.
functions, all with their own DC.
The former employ them in amazing machinery and the
latter to trace magical diagrams for their rituals. Telluric
Craft circuitry is fully described in The Power of Steam chapter,
Type of Analytic Instruction DC Time along with its uses, as are magical rituals in The Occult
Simple (artificial expertise) 15 1 hr chapter.
Moderate (specific instruction) 20 2 hr
Complex (artificial intelligence) 25 4 hr Skill Check Result Synergy bonus granted
9 or lower +0
 Artificial Intelligence: Analytical engines start with 10–15 +1
a virtual Intelligence score of 10 to 20. This score is 16-20 +2
not useful for anything but the measurement of the 21–25 +3
learning capacity of the engine and the provision of a
25-30 +4
bonus to its other functions. Even so, the Intelligence
31 or higher +5
modifier must be ‘activated’ through programming
before the engine can use it. With a successful Craft
(expression) check, a character can activate a +1 As an independent discipline, telluric sketching is useful
modifier from the analytical engine’s Intelligence. to bolster other scientific or magical endeavours. The
A single check activates a +1 modifier, which character makes a Craft (expression) check to trace
means that multiple checks activate the engine’s a telluric circuit or magical diagram around a power
Intelligence modifier until it reaches the maximum source, workbench or laboratory table, the result of which
for its Intelligence score. An engine with Intelligence determines the quality of the circuit and the synergy
16 thus needs three successful checks to activate bonus it grants to the work performed inside the circuit.
its full +3 modifier. A character cannot activate a The basic components cost for a telluric circuit have a
modifier higher than that which the score could give Purchase DC of 5, plus the synergy bonus attained; if the
to a normal character; this limits the modifier to a character did not provide for materials the roll’s quality
maximum of +5. Increasing the engine’s Intelligence would provide, the synergy bonus granted is only equal to
score is a matter of hardware engineering and the maximum that the components allow. For example,
depends upon use the Craft (mechanical) skill. if a character rolls a 21 on his check (which grants a +3

79
141.157.188.166
bonus) but only provided for materials with a Purchase Check: A character can change others’ attitudes with a
DC of 7, his telluric sketch would only grant a +2 bonus. successful check; see the table below. In negotiations,
The circuit is burned when telluric energy courses through participants roll opposed Diplomacy checks to see who
it to grant the bonus to the roll performed inside. gains the advantage. Opposed checks also resolve cases
where two advocates or diplomats plead opposing cases
Special: A character with the Creative feat gets a +2 before a third party.
bonus on all Craft (expression) checks.
Diplomacy can be used to influence a Non-Player
Decipher Script (Int; Trained Character’s attitude.

Only) The Games Master chooses the character’s initial attitude


The ruins of old still hide their secrets from modern based on the circumstances. Most of the time, the people
explorers and scholars, who must piece together forgotten
SKILLS

the heroes meet are indifferent toward them but a specific


scripts to discern the language of the ancients. The situation may call for a different initial attitude. The DCs
skill to understand hidden messages also extends to given in the accompanying table show what it takes to
modern times, where secrets are hidden beneath layers of change someone’s attitude with the use of the Diplomacy
encrypted language. skill. The character does not declare a specific outcome
he is trying for; instead, make the check and compare the
Specialities: Ancient languages, contemporary codes, result to the table on the next page.
text completion.
Diplomacy is directly affected by the Allegiances rules
Check: A character can decipher writing in an ancient from the Character Background chapter. Review those
language or, more often, in code. This can also be used rules when adjudicating any use of this skill. Extended use
to interpret the meaning of an incomplete text. The base of this skill also influences how Contacts are developed.
DC is 20 for the simplest messages, 25 for standard codes, See the same chapter for further rules on that aspect of the
and 30 or higher for intricate or complex codes or exotic Diplomacy skill.
messages. Helpful texts or analytical engines can provide
a bonus (usually a +2 circumstance bonus) on the check, Try Again: Generally, trying again does not work. Even
provided they are applicable to the script in question. if the initial check succeeds, the other character can only
be persuaded so far. If the initial check fails, the other
If the check succeeds, the character understands the general character has probably become more firmly committed to
content of a piece of writing, reading about one page of his position and trying again is futile. The Games Master
text or its equivalent in 1 minute. If the check fails, the is the final authority on retries of this skill but second
Games Master makes a Wisdom check (DC 10) for the chances should be expensive in time, gifts or both.
character to see if he avoids drawing a false conclusion
about the text. Success means that the character does not Special: A character can take 10 when making a
draw a false conclusion; failure means that the character Diplomacy check, but cannot take 20. A character with
does. The Games Master secretly makes both the skill the Trustworthy feat gets a +2 bonus on all Diplomacy
check and the Wisdom check so the character cannot tell checks. A character with five or more ranks in Bluff,
whether the conclusion drawn is accurate or not. Knowledge (behavioural sciences) or Sense Motive gains
a +2 synergy bonus to Diplomacy checks.
Try Again: No, unless conditions change or new
information is uncovered. Time: Diplomacy is at least a full-round action. The
Games Master may determine that some negotiations
Special: A character can take 10 when making a Decipher require a longer period of time.
Script check but cannot take 20. A character with the
Studious feat gets a +2 bonus on all Decipher Script Bribery and Diplomacy: Offering money or another form
checks. of favour can, in the right situation, improve a character’s
chances with a Diplomacy skill check. Bribery allows a
Time: Decryption takes 1 full round or more, depending character to circumvent various official obstacles when
on the complexity of the code. The Games Master a person in a position of trust or authority is willing to
determines how long this skill actually takes to use; accept such an offering.
mechanical aid usually speeds up the process.
An illegal act, bribery requires two willing participants
Diplomacy (Cha) – one to offer a bribe and the other to accept it. When
The Empire grows day by day and comes into contact a character requires a bribe to achieve a diplomatic task,
with countless new cultures. The clashes that such such as passing a checkpoint in a corrupt republic, then
encounters cause are rife with opportunity for those with his Diplomacy check automatically fails if a bribe is not
the talent to mediate. attached to it. If a bribe is not customarily required,

80
141.157.188.166
Attitude Means Possible Actions Traps and Sabotage: Disabling
Hostile Will take risks to Attack, interfere, berate, flee (or rigging or jamming) a
hurt or avoid you simple mechanical device has a
DC of 10. More intricate and
Unfriendly Wishes you ill Mislead, gossip, avoid, watch suspiciously,
complex devices have higher
insult
DCs. The Games Master
Indifferent Does not much care Act as socially expected
rolls the check. If the check
Friendly Wishes you well Chat, advise, offer limited help, advocate succeeds, the character disables
Helpful Will take risks to Protect, back up, heal, aid the device. If the check fails
help you by 4 or less, the character has
Difficulty for Diplomacy Checks failed but can try again. If the
Initial New Attitude character fails by 5 or more,

SKILLS
Attitude Hostile Unf. Indif. Friendly Helpful something goes wrong. If it
is a trap, the character springs
Hostile 19 or less 20 25 35 45
it. If it is some sort of sabotage,
Unfriendly 4 or less 5 15 25 35
the character thinks the device
Indifferent — 0 or less 1 15 25 is disabled but it still works
Friendly — — 0 or less 1 15 normally. With this skill,
then a character can add a bribe to gain a bonus on his a character can rig simple
skill check. This can backfire, as some characters will be devices to work normally for a while and then fail some
insulted by a bribe offer (their attitude changes one step time later, usually after 1d4 rounds or minutes of use.
for the worse) and others will report the hero to the proper More permanent modification requires use of the Craft
authorities. (structural) skill and additional time.

Difficulty for Open Lock Checks


To bribe a character, make a Wealth check. Typical DCs
are shown below, but the Games Master may modify the Lock Type (Example) DC
DC as he sees fit. If the hero succeeds in the check, he Cheap (briefcase lock) 20
gains a +2 bonus on the Diplomacy check. For every Average (home lock) 25
point by which he beats the DC, increase the bonus by +1 High quality (business lock) 30
(to a total maximum bonus of +10). High security (average government vault) 40
Ultra-high security (mad scientist’s vault) 50
Bribe Target Purchase DC
Clerk 6 Try Again: Yes, though the character must be aware that
Minor Bureaucrat 7 he has failed in order to try again.
Official or Law Man 10
Noble or Notable Character 15 Special: A character can take 10 when making a Disable
Device check. A character can take 20 to open a lock or
Disable Device (Int; Trained Only) to disable a security device, unless the character is trying
Machines are flooding the streets and becoming a mainstay to prevent his tampering from being noticed. Possessing
of civilisation. Knowing how to deactivate and sabotage the proper tools gives a character the best chance of
them is a boon for many who are jealous of technology’s succeeding on a Disable Device check. Opening a lock
progress, or for those who know how to abuse it for their requires a lockpick. Disabling traps and conducting
own ends. sabotage requires a mechanical tool kit or some other
equipment, depending on the nature of the device. If the
Specialities: Lockpicking, disable traps, sabotage device. character does not have the appropriate tools, he takes a
-4 penalty on his check. A character with the Cautious
Check: The Games Master makes the Disable Device feat and at least 1 rank in this skill gets a +2 bonus on all
check so that the character does not necessarily know Disable Device checks.
whether he has succeeded. This skill can accomplish
several different things, all of which a given character can Time: Disabling a simple mechanical device is a full-
attempt, assuming he has the proper equipment on hand round action. Intricate or complex devices require 2d4
to do so. rounds

Open Lock: A character can pick conventional locks and Disguise (Cha)
finesse combination locks. The character must have a Appearing to be someone else is not only useful in the
lockpick set to attempt this task. The DC depends on the stage of theatrics, but also for seedier pursuits like that of
quality of the lock. the intelligencer infiltrating an enemy stronghold or the
swindler enacting a confidence trick.
81
141.157.188.166
Check: A character’s Disguise check result determines Time: A Disguise check requires 1d4 x10 minutes of
how good the disguise is. It is opposed by others’ Spot preparation. The Games Master makes Spot checks
check results. Make one Disguise check even if several for those who encounter the character immediately
people make Spot checks. The Games Master makes the upon meeting the character and again each hour or day
character’s Disguise check secretly so that the character is thereafter, depending on circumstances.
not sure how well his disguise holds up to scrutiny.
Drive (Dex; Trained Only)
If the character does not draw any attention to himself, Vehicles that can be operated by a single person, or at least
however, others do not get to make Spot checks. If a small crew, are replacing the old ways of travel and the
the character comes to the attention of people who are ability to drive such vehicles is now something all self-
suspicious, the suspicious person gets to make a Spot respecting citizens must learn, whether they have access to
check. The Games Master can assume that such observers a vehicle or not.
SKILLS

take 10 on their Spot checks. The effectiveness of the


character’s disguise depends in part on how much the Specialities: Wheeled vehicles, legged vehicles, tread
character is attempting to change his appearance. vehicles, hover vehicles, sailed vehicles, mechanical water
vehicles, oared water vehicles.
Disguise Modifier
Minor details only +5 Check: Routine tasks, such as ordinary driving, do not
Appropriate uniform or costume +2 require a skill check. Make a check only when some
Disguised as different sex –2 unusual circumstance exists, such as inclement weather or
Disguised as different age category –2 * an icy surface, or when the character is driving during a
* Per step of difference between the character’s age category and dramatic situation or an action sequence, such as when the
the disguised age category. Categories proceed as follows: child, character is being chased or attacked, or is trying to reach
young adult, adult, middle age, old and venerable. a destination in a limited amount of time. When driving,
the character can attempt a number of manoeuvres. See
If the character is impersonating a particular individual, the chapter A World of Adventure for more details.
then those who know what that person looks like are
automatically entitled to make Spot checks. Furthermore, Try Again: Most driving checks have consequences for
they gain a bonus on their Spot checks as indicated failure that make trying again impossible.
below.
Special: A character can take 10 when driving, but
Familiarity Bonus cannot take 20. A character with the Vehicle Expert feat
Recognises on sight +4 gets a +2 bonus on all Drive checks. There is no penalty
for operating a general-purpose land vehicle. The Drive
Friend or associate +6
skill is generic and is thus useful for all land based and
Close friend +8
water based vehicles.
Intimate +10
Time: A Drive check is a move action.
Usually, an individual makes a Spot check to detect a
disguise immediately upon meeting the character and
each hour thereafter. If the character casually meets Escape Artist (Dex; Armour
many different people, spending a short amount of time Penalty)
with each, the Games Master checks once per day or Bonds and restraints are as prevalent in the Steampunk
hour, using an average Spot modifier for the group and age as they ever were; but for every foolproof trap, there
assuming they take 10. is always a better fool. Escaping from captivity is a skill
learned by criminals since they were street urchins and
Try Again: No, though the character can assume the cultivated also by more fortunate folk who simply dislike
same disguise again at a later time. If others saw through being restrained.
the previous disguise, they are automatically treated as
suspicious if the character assumes the same disguise Check: Make a check to escape from restraints or to
again. squeeze through a tight space.

Special: A character can take 10 or take 20 when


Restraint DC of Escape Check
establishing a disguise. A character without a disguise kit
Ropes Opponent’s Use Rope check +10
takes a –4 penalty on Disguise checks. A character with
the Deceptive feat gets a +2 bonus on all Disguise checks. Net 20
A character can help someone else create a disguise for Manacles 35
him, treating it as an aid another attempt. A character Tight space 30
with five or more ranks in Bluff gains a +2 synergy bonus Grappler Opponent’s grapple check
to Disguise checks to act in character.
82
141.157.188.166
For ropes, chains and other restraints, a character’s Escape requires 1 minute. Escaping a net is a full-round action.
Artist check is opposed by the Use Rope check result of Squeezing through a tight space takes at least 1 minute,
the opponent who tied the bonds. Since it is easier to maybe longer, depending on the distance that must be
tie someone up than to escape from being tied up, the crossed.
opponent gets a +10 bonus on his Use Rope check.
Forgery (Int; Some Trained Only)
For a tight space, a check is only called for if the character’s Papers are becoming more important with the advent of
head fits but his shoulders do not. If the space is long, the printing press. Documentation floods the halls of
such as an airshaft, the Games Master may call for organisations with orders, petitions and authorisations.
multiple checks. A character cannot fit through a space In this bureaucratic mayhem, enterprising ruffians can
that his head does not fit through. mimic such works using their trained abilities.

SKILLS
A character can make an Escape Artist check opposed by Check: Forgery requires materials appropriate to the
his opponent’s grapple check to get out of a grapple or out document being forged and some quantity of working
of a pinned condition, so that the character is just being time. In order to forge a document, the character needs
grappled rather than pinned. Doing so is an attack action, to have seen a similar document before. The complexity
so if the character escapes the grapple he can move in the of the document, the character’s degree of familiarity
same round. with it and whether the character needs to reproduce
the signature or handwriting of a specific individual all
Try Again: A character can make another check after a provide modifiers to the Forgery check, as shown below.
failed check if the character is squeezing through a tight
space, making multiple checks. If the situation permits,
the character can make additional checks as long as he is Check Inspection
not being actively opposed. Document Type Modifier Time
Simple (forged letter) +0 10 min
Special: A character can take 10 on an Escape Artist Moderate -2 20 min
check. A character can take 20 if he is not being actively (ship manifesto)
opposed; a character can take 20 if he is tied up, even Complex -4 1 hr
though it is an opposed check, because the opponent (identification papers)
is not actively opposing the character. A character with Difficult -8 4 hr
the Nimble feat gets a +2 bonus on all Escape checks. A (property deeds)
character with five or more ranks in Escape Artist gains Extreme (royal decrees) -16 24 hr
a +2 synergy bonus to Use Rope checks when binding
someone. A character with five or more ranks in Use The Games Master makes the character’s check secretly so
Rope gains a +2 synergy bonus to Escape Artist checks the character is not sure how good his forgery is. A forger
when escaping from rope bonds. is allowed to know the check result and gains a retry if
the document’s final check is 10 or less. Quality is hard
Time: Making a check to escape from being bound by to judge, but a lousy piece of work is recognisable to all.
ropes, handcuffs, or other restraints (except a grappler)

‘You still haven’t answered my question. What do you want?’ His tone was incredulous; Heshia was acting strangely
and his first instinct was to go on the defensive. This was only made worse by his prostrate position. While he was
receiving treatment for his wounds, Jerrek had to be on his stomach with his back facing the elf woman. This was
about as vulnerable as he could get, which was far more exposed than he ever wanted to be to one of her kind, team
mate or not.

‘Relax, human. I am just doing my job. If I wanted you dead, you would be.’

Jerrek groaned. ‘You keep saying that. Trust me, woman; you’d have to work pretty hard to keep me down.’ He
tensed, wondering if that comment would earn him a dagger in the back or a clout to the head. He was not even
sure why he had said it. Heshia just had a way of getting under his skin.

Before he knew it, the elf had done something with her bandages that had both his arms bound and a line of gauze
down to his ankles. The binding was tight, but not terribly painful. That changed as soon as he struggled. The
slipknot on the bandages tightened and he felt the circulation to his hands and feet begin to cut off. ‘What are you
doing, elf?’ he demanded angrily. ‘What are you playing at?”

He heard something new from Heshia, something he had never expect to leave her lips - a laugh. ‘You said I would
have to work hard to keep you down. I wanted to see if you were right.’

83
141.157.188.166
Only moderate level forgeries can be attempted without at Forgery checks. A character without a forgery kit takes a
least one rank in this skill. –4 penalty on Forgery checks.

Familiarity* Modifier Time: Forging a short, simple document takes about 1


Unfamiliar (seen once for less than a -4 minute. Longer or more complex documents take 1d4
minute) minutes per page or longer.
Fairly familiar (seen for several +0
minutes) Gamble (Wis)
Quite familiar (on hand, or studied at +4 Rather than plying a respectable trade, many people
leisure) turn to games of bluff and chance to make their living,
Forger has produced other documents +4 particularly in the colonies and other barbaric settings.
of same type As well as these back-street sports, there also are refined
SKILLS

Document includes specific signature -4 games of chance that respectable citizens can partake in
and gain a reputation as gentlemen (and ladies) of skill
* Use all modifiers that apply from this list. and fortune.

Check: To join or start a game, a character must first


The Forgery skill is also used to detect someone else’s pay a stake. The character sets the purchase DC of the
forgery. The result of the original Forgery check that stake if he starts the game, or the Games Master sets it if
created the document is opposed by a Forgery check the character joins a game. Stakes run from penny-ante
by the person who examines the document to check its (purchase DC 4) to astronomical (purchase DC 24). A
authenticity. If the examiner’s check result is equal to or character cannot take 20 when purchasing a stake.
higher than the original Forgery check, the document is
determined to be fraudulent. The examiner gains bonuses If the stake is within the character’s means (that is, it
or penalties on his check as given in the table below. is equal to or less than his Wealth bonus) the character
stands no chance of winning any significant amount. The
Examiner’s Condition Modifier character might come out ahead, but the amount is not
Type of document unknown to –4 enough to affect his Wealth bonus. Since paying the stake
examiner did not cost any points of Wealth bonus, the character
Type of document somewhat known –2 does not lose anything either. If the stake is higher
to examiner than the character’s Wealth bonus before applying any
Type of document well known to +0 reductions from purchasing the stake, then the character
examiner gets a +1 bonus on his Gamble check for every point the
Document is put through additional +4 purchase DC is above the character’s Wealth bonus.
tests *
Examiner only casually reviews the –2 The character’s Gamble check is opposed by the Gamble
document * checks of all other participants in the game. If playing at
a casino, assume the house has a Gamble skill modifier
* Cumulative with any of the first three conditions on the equal to the stake purchase DC. Regardless of the stake
table. Apply this modifier along with one of the other purchase DC, the house does not get a bonus on its
three whenever appropriate. Gamble check for the purchase DC. If there are many
characters participating, the Games Master can opt
A document that contradicts procedure, orders, or to make a single roll for all of them, using the highest
previous knowledge, or one that requires the examiner Gamble skill modifier among them and adding a +2
to relinquish a possession or a piece of information, bonus to the check.
can increase the examiner’s suspicion (and thus create
circumstances favourable to the examiner’s opposed If the character beats all other participants, he wins and
Forgery check) as determined by the Games Master. gains an increase to his Wealth bonus. The amount of the
increase depends on the difference between the character’s
Try Again: No, since the forger is not sure of the quality check result and the next highest result among the other
of the original forgery. participants. Gambling is a risky proposition but it is also
one that can only be attempted infrequently with any
Special: To forge documents and detect forgeries, one real success. Every Gamble check made within the same
must be able to read and write the language in question; month suffers a cumulative -1 circumstance penalty and a
the skill is language-dependent. A character can take 10 character can never benefit from more than a total of +5 to
when making a Forgery check, but cannot take 20. A their current Wealth bonus at any one time.
character with the Meticulous feat gets a +2 bonus on all

84
141.157.188.166
Check Result Difference Wealth Bonus Increase Try Again: Yes, but it takes 1d4+1 hours for each check,
1–9 +1 and characters may draw attention to themselves if they
repeatedly pursue a certain type of information.
10–19 +2
20–29 +3
Special: A character can take 10 when making a Gather
30–39 +4 Information check, but cannot take 20. A character
40 or more +5 with the Trustworthy feat gets a +2 bonus on all Gather
Information checks. A character with five or more ranks
Try Again: No, unless the character wants to put up
in Knowledge (local) gains a +2 synergy bonus to Gather
another stake.
Information checks in that area.
Special: A character cannot take 10 or take 20 when
Time: A Gather Information check takes 1d4+1 hours.
making a Gamble check. A character with the Confident

SKILLS
feat gets a +2 bonus on all Gamble checks.
Handle Animal (Cha; Trained
Time: A Gamble check requires 1 hour. Only)
Although machinery is replacing the old forms of transport
Gather Information (Cha) and labour, animals remain the friends of common folk
Gossip circulates in high places and low. Knowing how and can still be seeing hauling carts, wagons and yokes.
to catch it is a valuable tool for those wishing to find their Some even serve in battle as their ancestors have for
bearings quickly, or to gather clues that their eyes have thousands of years. The private laboratories of scientists
missed. and the gardens of the nobles have trained dogs guarding
them, while adventurers will frequently have to trek out to
Check: By succeeding at a skill check (DC 10) and their remote destinations on horses or camels.
spending 1d4+1 hours passing out money and buying
drinks, a character can get a feel for the major news items Check: The DC depends on what the character is trying
in a neighbourhood. This result assumes that no obvious to do.
reasons exist why information would be withheld. The
higher the check’s result, the better the information. If Task Handle Animal DC
the situation does not require the expenditure of money, Handle an animal 10
no Wealth check is necessary. Information ranges from ‘Push’ an animal 25
general to protected, and the cost and DC increases Teach an animal a trick 15 or 201
accordingly for the type of information the character seeks Train an animal for a general 15 or 201
to gather, as given in the table below. purpose
Rear a wild animal 15 + HD of animal
Type of Information DC Purchase DC 1
See the specific trick or purpose below.
General 10 5
Specific 15 10
General Purpose DC
Restricted 20 15
Combat riding 20
Protected 25 20
Fighting 20
General information concerns local happenings, rumours, Guarding 20
gossip and the like. Specific information usually relates Heavy labour 15
to a particular question. Restricted information includes Hunting 20
facts that are not generally known and requires that Performance 15
the character locate someone who has access to such Riding 15
information. Protected information is even harder to
come by and might involve some danger, either for the Handle an Animal: This task involves commanding an
one asking the questions or the one providing the answer. animal to perform a task or trick that it knows. If the
There’s a chance that someone will take note of anyone animal is wounded or has taken any non-lethal damage
asking about restricted or protected information. or ability score damage, the DC increases by 2. If your
check succeeds, the animal performs the task or trick on
The character can increase the amount of money used its next action.
to gather information, gaining a circumstance bonus by
effectively offering a bribe, though the process might entail ‘Push’ an Animal: To push an animal means to prompt
buying more expensive drinks, hot food and such like, not it to perform a task or trick that it does not know but
necessarily offering a character extra money. Increase the is physically capable of performing. This category also
Wealth check DC by 2 for each +1 circumstance bonus covers making an animal perform a forced march or
the character wants to add to his skill check.
85
141.157.188.166
forcing it to hustle for more than 1 hour between sleep  Stay (DC 15): The animal stays in place, waiting
cycles. If the animal is wounded or has taken any non- for the character to return. It does not challenge
lethal damage or ability score damage, the DC increases other creatures that come by, though it still
by 2. If the check succeeds, the animal performs the task defends itself if it needs to.
or trick on its next action.
 Track (DC 20): The animal tracks the scent
Teach an Animal a Trick: A character can teach an presented to it. This requires the animal to have
animal a specific trick with one week of work and a the scent ability.
successful Handle Animal check against the indicated
DC. An animal with an Intelligence score of 1 can learn  Work (DC 15): The animal pulls or pushes a
a maximum of three tricks, while an animal with an medium or heavy load.
Intelligence score of 2 can learn a maximum of six tricks.
SKILLS

Possible tricks (and their associated DCs) include, but are Train an Animal for a Purpose: Rather than teaching
not necessarily limited to, the following. an animal individual tricks, you can simply train it
for a general purpose. Essentially, an animal’s purpose
 Attack (DC 20): The animal attacks apparent represents a pre-selected set of known tricks that fit into
enemies. The character may point to a particular a common scheme, such as guarding or heavy labour.
creature that he wishes the animal to attack, and The animal must meet all the normal prerequisites for all
it will comply if able. Normally, an animal will tricks included in the training package. If the package
attack only humanoids, monstrous humanoids or includes more than three tricks, the animal must have an
other animals. Teaching an animal to attack all Intelligence score of 2.
creatures (including unnatural creatures, such as
undead or constructs) counts as two tricks. An animal can be trained for only one general purpose,
though if the creature is capable of learning additional
 Come (DC 15): The animal comes to the tricks above and beyond those included in its general
character, even if it normally would not do so. purpose, then it may be trained to do them. Training an
animal for a purpose requires fewer checks than teaching
 Defend (DC 20): The animal defends the individual tricks does but no less time.
character (or is ready to defend him if no threat is
present) even without any command being given.  Combat Riding (DC 20): An animal trained to
Alternatively, the character can command the bear a rider into combat knows the tricks attack,
animal to defend a specific other character. come, defend, down, guard and heel. Training an
animal for combat riding takes six weeks. The
 Down (DC 15): The animal breaks off from character may also ‘upgrade’ an animal trained
combat or otherwise backs down. An animal that for riding to one trained for combat riding by
does not know this trick continues to fight until it spending three weeks and making a successful
must flee (due to injury, a fear effect or the like) or Handle Animal check (DC 20). The new general
its opponent is defeated. purpose and tricks completely replace the animal’s
previous purpose and any tricks it once knew.
 Fetch (DC 15): The animal goes and gets Warhorses and riding dogs are already trained to
something. If the character does not point out a bear riders into combat and they do not require
specific item, the animal fetches some random any additional training for this purpose.
object.
 Fighting (DC 20): An animal trained to engage
 Guard (DC 20): The animal stays in place and in combat knows the tricks attack, down and stay.
prevents others from approaching. Training an animal for fighting takes three weeks.

 Heel (DC 15): The animal follows the character  Guarding (DC 20): An animal trained to guard
closely, even to places where it normally would knows the tricks attack, defend, down and guard.
not go. Training an animal for guarding takes four weeks.

 Perform (DC 15): The animal performs a variety  Heavy Labour (DC 15): An animal trained for
of simple tricks, such as sitting up, rolling over, heavy labour knows the tricks come and work.
roaring or barking and so on. Training an animal for heavy labour takes two
weeks.
 Seek (DC 15): The animal moves into an area and
looks around for anything that is obviously alive  Hunting (DC 20): An animal trained for hunting
or animate. knows the tricks attack, down, fetch, heel, seek

86
141.157.188.166
and track. Training an animal for hunting takes The Hide check is also modified by the character’s size:
six weeks.
Size Modifier
 Performance (DC 15): An animal trained for Fine +16
performance knows the tricks come, fetch, Diminutive +12
heel, perform and stay. Training an animal for Tiny +8
performance takes five weeks.
Small +4
Medium +0
 Riding (DC 15): An animal trained to bear a rider
knows the tricks come, heel and stay. Training an Large –4
animal for riding takes three weeks. Huge –8
Gargantuan –12

SKILLS
Rear a Wild Animal: To rear an animal means to raise a wild Colossal –16
creature from infancy so that it becomes domesticated. A Leviathan –20
handler can rear as many as three creatures of the same
kind at once. A successfully domesticated animal can be If people are observing the character, even casually, he
taught tricks at the same time it is being raised, or it can cannot hide, though talents or feats might alter this.
be taught as a domesticated animal later. The character can run around a corner so that he is out
of sight and then hide but the others then know at least
Try Again: Yes, except for rearing an animal. where the character went. Cover and concealment grant
circumstance bonuses to Hide checks, as shown below.
Special: You can use this skill on a creature with an Note that a character cannot hide if he has less than one-
Intelligence score of 1 or 2 that is not an animal, but half cover or concealment.
the DC of any such check increases by 5. Such creatures
have the same limit on tricks known as animals do. A Cover or Concealment Circumstance Bonus
character with the Animal Affinity feat receives a +2 bonus Three-quarters +5
on Handle Animal checks. A character with five or more Nine-tenths +10
ranks in Handle Animal gains a +2 synergy bonus to Ride
checks. Creating a Diversion to Hide: A character can use the Bluff
skill to help him hide. A successful Bluff check can give
Time: Varies. Handling an animal is a move action, while the character the momentary diversion needed to attempt
pushing an animal is a full-round action. For tasks with a Hide check while people are aware of him. While the
specific time frames noted above, the character must spend others turn their attention from the character, he can
half this time (at the rate of 3 hours per day per animal make a Hide check if he can reach a hiding place of some
being handled) working toward completion of the task kind. As a general guideline, the hiding place has to be
before attempting the Handle Animal check. If the check within 1 foot for every rank the character has in Hide.
fails, the attempt to teach, rear or train the animal fails and This check, however, is made at a -10 penalty because the
the character need not complete the teaching, rearing or character has to move fast.
training time. If the check succeeds, the character must
invest the remainder of the time to complete the teaching, Tailing: Also called shadowing, a character can use
rearing or training. If the time is interrupted or the task is Hide to tail a person in public. Using the skill in this
not followed through to completion, the attempt to teach, manner assumes that there are other people present with
rear or train the animal automatically fails. no interest in the character or the person he is pursuing,
among whom he can mingle to remain unnoticed. If the
Hide (Dex; Armour Penalty) subject is worried about being followed, he can make
Bustling streets or thick foliage are ideal environments a Spot check (opposed by the character’s Hide check)
for masking one’s presence, a favoured ability of the every time he changes course, such as when he goes
untrustworthy, yet also valued by those who defend around a street corner, exits a building and so on. If he is
respectable folk from threats that are better not faced unsuspecting, he will generally only receive a Spot check
openly. after an hour of tailing.

Check: A character’s Hide check is opposed by the Spot Special: A character can take 10 when making a Hide
check of anyone who might see him. The character can check, but cannot take 20. A character with the Stealthy
move up to half his normal speed and hide at no penalty. feat gets a +2 bonus on all Hide checks.
At more than half and up to the character’s full speed, the
character takes a –5 penalty. It is practically impossible (– Time: A Hide check is an attack action.
20 penalty) to hide while attacking, running or charging.

87
141.157.188.166
Analyse Clue: The character can make an Investigate check
Intimidate (Cha or Str; to apply forensic knowledge to a clue. This function
Character’s Choice) of the Investigate skill does not give the character clues
A rather uncouth method of having one’s way, intimidation where none existed before. It simply allows the character
is nonetheless a valuable tool when courteous diplomacy to extract extra information from a clue he has found.
has failed.
The base DC to analyse a clue is 15. It is modified by the
Check: With a successful check, a character can forcibly time that has elapsed since the clue was left and whether
persuade another character to perform some task or or not the scene was disturbed.
behave in a certain way. A character’s Intimidate check is
opposed by the target’s level check, resolved as d20 + the DC
target’s character level or Hit Dice. Any modifiers that a Circumstances Modifier
target may have to Will saving throws against fear effects
SKILLS

Every day since event (maximum +2


apply to this level check. If the character succeeds, he modifier +10)
may treat the target as friendly for 10 minutes but only
Scene is outdoors +5
for purposes of actions taken while in the character’s
Scene slightly disturbed +2
presence; that is, the target retains his normal attitude
but will answer questions, offer limited help, or take Scene moderately disturbed +4
simple actions on the character’s behalf while intimidated. Scene extremely disturbed +6
Circumstances can dramatically affect the effectiveness of
an Intimidate check. Collect Evidence: The character can collect and prepare
evidentiary material for a lab. This use of the Investigate
There are limits to what a successful Intimidate check can skill requires an evidence kit or amazing equipment with
do. The character cannot force the target to obey his every the Skill Assist (investigate) special feature. To collect
command or do something that endangers the target’s a piece of evidence, make an Investigate check at DC
life. If the character fails by more than 5, the target may 15. If the character succeeds, the evidence is usable by
actually do the opposite of what the character wishes. a crime lab. If the character fails, a crime lab analysis
may be performed but the lab takes a –5 penalty on any
Try Again: No. Even if the initial check succeeds, the necessary check. If the character fails by 5 or more, the
other character can only be intimidated so much and lab analysis simply cannot be done. On the other hand,
trying again does not help. If the initial check fails, the if the character succeeds by 10 or more, the lab gains a +2
other character has become more firmly resolved to resist circumstance bonus on its checks to analyse the material.
the intimidator and trying again is futile.
This function of the Investigate skill does not provide
Special: A character can take 10 when making an the character with evidentiary items. It simply allows the
Intimidate check but cannot take 20. A character character to collect items in a manner that best aids his
may add a +2 bonus to his Intimidate check for every analysis later, at a crime lab.
size category the character is larger than his target.
Conversely, the character takes a –2 penalty to his check Try Again: Generally, analysing a clue again does not add
for every size category the character is smaller than his new insight unless another clue is introduced. Evidence
target. A character with the Confident feat gets a +2 collected cannot be recollected, unless there is more of it
bonus on all Intimidate checks and on level checks to to take. If either of these eventualities should occur, an
resist intimidation. A character with five or more ranks in investigator can gain another retry but the first check
Bluff gains a +2 synergy bonus to Intimidate checks. must be made with all the available evidence that has been
identified.
Time: An Intimidate check is a full-round action
Special: A character can take 10 when making an
Investigate check but cannot take 20. Collecting evidence
Investigate (Int; Trained Only) requires an evidence kit. If the character does not have
New methods of fighting crime give investigators tools the appropriate kit, the character takes a –4 penalty on
they had not possessed before, to the point of making his check. A character with the Attentive feat and at
theirs a respectable and creditable profession. least 1 rank in this skill gets a +2 bonus on all Investigate
checks.
Check: A character generally uses Search to discover clues
and Investigate to analyse them. If the character has access Time: Analysing a clue is a full-round action. Collecting
to a laboratory, the character uses the Investigate skill to evidence generally takes 1d4 minutes per object.
collect and prepare samples for the revolutionary task of
forensic examination. The result of the Investigate check
provides bonuses or penalties to the lab workers. Jump (Str; Armour Penalty)
Not all routes are smooth and level and people often need
to cover impassable distances by jumping over them,
88
141.157.188.166
whether this involves an adventurer leaping a chasm or a 20 feet in a straight line before attempting the jump. If
sneak-thief vaulting from roof to roof. this is not the case, the DC for the jump is doubled.

Check: The DC and the distance the character can High Jump High Jump
cover vary according to the type of jump the character Distance DC * Distance DC *
is attempting. The character’s Jump check is modified 1-ft. 6 5-ft. 22
by his speed. The DCs specified below assume a speed 2-ft. 10 6-ft. 26
of 30 feet, which is the speed of a typical human. If the
3-ft. 14 7-ft. 30
character’s speed is less than 30 feet, he takes a penalty of
4-ft. 18 8-ft. 34
–6 for every 10 feet of speed less than 30. If the character’s
speed is greater than 30 feet, he gains a bonus of +4 for * Requires a 20-foot move. Without a running start, double
every 10 feet over 30. the DC.

SKILLS
If the character has ranks in the Jump skill and succeeds on If the character succeeds at the check, he can reach the
a check, the character lands on his feet (when appropriate) height. He grasps the object he was trying to reach. If
and can move as far as his remaining movement allows. the character wishes to pull himself up, he can do so
If the character attempts a Jump check untrained, the with a move action and a Climb check at DC 15. If
character lands prone unless he beats the DC by 5 or the character fails the Jump check, he does not reach the
more. Standing from a prone position is a move action. height and lands on his feet in the same square from which
he jumped.
Distance moved by jumping is counted against maximum
movement in a round. A character can start a jump at the The difficulty of reaching a given height varies according
end of one turn and complete the jump at the beginning to the size of the character or creature. Generally, the
of his next turn. maximum height a creature can reach without jumping is
given in the table below. As a Medium creature, a typical
Long Jump: This is a horizontal jump, made across a human can reach 8 feet without jumping. If the creature
gap such as a chasm or stream. At the midpoint of the is long instead of tall, treat it as one size category smaller.
jump, the character attains a vertical height equal to one-
quarter the horizontal distance. The DC for the jump is Creature Size Maximum Height
equal to the distance jumped (in feet) + 5. The DCs for Leviathan 256-ft.
long jumps of 5 to 30 feet are given in the table below. A Colossal 128-ft.
character cannot jump a distance greater than his normal Gargantuan 64-ft.
speed. All Jump DCs covered for a Long Jump assume
Huge 32-ft.
that the character can move at least 20 feet in a straight
Large 16-ft.
line before attempting the jump. If this is not the case, the
DC for the jump is doubled. Medium 8-ft.
Small 4-ft.
Tiny 2-ft.
Long Jump Long Jump
Distance DC * Distance DC * Diminutive 1-ft.
5-ft. 10 20-ft. 25 Fine 0.5-ft.
10-ft. 15 25-ft. 30
Hop Up: The character can jump up onto an object as tall
15-ft. 20 30-ft. 35 as his waist with a Jump check at DC 10. Doing so counts
* Requires a 20-foot move. Without a 20-foot move, double as 10 feet of movement. The character does not need a
the DC. running start to hop up, so the DC is not doubled if the
character does not get a running start.
If the character fails the check by less than 5, he does not
clear the distance, but can make a Reflex saving throw Jumping Down: If the character intentionally jumps from
(DC 15) to grab the far edge of the gap. The character a height, he can take less damage than if he just falls. The
ends his movement grasping the far edge. If that leaves DC to jump down from a height is 15. The character
the character dangling over a chasm or gap, then he may does not need a running start in order to jump down, so
attempt to pull himself up, which requires a move action the DC is not doubled if the character does not have a
and a Climb check at DC 15. running start. If the character succeeds on the check, he
takes falling damage as if he had dropped 10 fewer feet
High Jump: This is a vertical leap, made to jump up to than he actually did.
grasp something overhead, such as a tree limb or ledge.
The DC for the jump is 2 + the height x4, in feet. The Special: Effects that increase a character’s speed also
DCs for high jumps of 1 to 8 feet are given in the table increase the character’s jumping distance, since the
below for convenience. All Jump DCs covered here for check is modified by the character’s speed. A character
the High Jump assume that the character can move at least can take 10 when making a Jump check. If there is no
89
141.157.188.166
danger associated with failing, the character can take 20. Specialities: Painting, sculpture, photography, printing,
A character with the Acrobatic feat gets a +2 bonus on theatre, music, dance, art history, artistic techniques,
all Jump checks. A character with the Run feat gains a museums, antiques, architecture (as an art form).
+2 synergy bonus on Jump checks preceded by a 20-foot
move. A character with five or more ranks in Tumble Architecture and Engineering (Trained Only)
gains a +2 synergy bonus to Jump checks. A character This discipline encompasses knowledge of building
with five or more ranks in Jump gains a +2 synergy bonus techniques, names of architects and engineers, principles
to Tumble checks. of construction, fortress design and logistics and a
smattering of siege warfare.
Time: Using the Jump skill is either a move action or Specialities: Buildings, aqueducts, bridges, fortifications,
a full-round action, depending on whether the character roads, railroads, industrial machinery, telluric machinery.
starts and completes the jump during a single move action
SKILLS

or a full-round action. Behavioural Sciences


This entails knowledge of how people act and react as
Knowledge (Int; Some Trained individuals or in groups, names of scholars of the mind,
therapy, theories of human and non-human behaviour,
Only) schools and colleges and so on.
The way of science and understanding is more valuable Specialities: Alienism, sociology, criminology,
now than in previous obscurantist ages, where lore was phrenology, therapy, dream interpretation.
held fast behind closed doors. Study and scholarship pave
the way for progress through understanding. Earth and Life Sciences (Trained Only)
This skill covers knowledge of the workings of life itself,
This skill encompasses several categories, each of them how it functions and what influences it, from microscopic
treated as a separate skill. These categories are identified entities to whole environments.
and defined below. The number of Knowledge categories Specialities: Biology, botany, genetics, geology,
is kept purposely finite. When trying to determine what palaeontology, zoology, cryptozoology (magical beasts),
Knowledge skill a particular question or field of expertise medicine, forensics.
falls under, use a broad interpretation of the existing
categories. Do not arbitrarily make up new categories, Geography (Trained Only)
as other skills, talents, feats and synergies are based off Geography comprises knowledge of the lay of the land;
the categories listed below and new ones may not fit not how it works so much as where things are in relation
well into a given campaign. Each Knowledge category to one another.
can have many Specialities; the ones listed here are the Specialities: National borders, specific terrains, climate,
most common but, instead of making up new knowledge inhabitants, main roads, shortcuts, rivers and lakes.
categories, players can create new Specialities with the
Games Master’s approval. History
History involves knowledge of events and personalities
Check: A character makes a Knowledge check to see if from the past and the products of their industry and
he knows something. The DC for answering a question culture.
within the character’s field of study is 10 for easy questions, Specialities: Events, personalities, cultures, archaeology,
15 for basic questions and 20 to 30 for tough questions. antiquities, mythology.

Appraising the value of an object is one sort of task that Local


can be performed using Knowledge. The DC depends This useful skill entails knowledge of events, persons and
on how common or obscure the object is. On a success, places pertaining to a restricted zone, such as a large city
the character accurately identifies the object’s purchase or a province. There are many Knowledge (local) scores,
DC. If the character fails, he thinks it has a purchase DC each one pertaining to a different zone.
1d2 higher or lower (determine randomly) than its actual Specialities: By zone, legends, personalities, inhabitants,
value. If the character fails by 5 or more, he thinks it has a laws, customs, traditions, terrain and locales.
purchase DC 1d4+2 higher or lower than its actual value.
The Games Master may make the Knowledge roll for the Occult Sciences (Trained Only)
character, so he does not know whether the appraisal is This broad skill covers knowledge of occult abilities and
accurate or not. traditions, magical and psychic phenomena, mythical
creatures, magical rituals, documented psychic powers,
The fourteen Knowledge categories and the topics each famous magicians and psychics, the powers of supernatural
one encompasses are as follows. creatures and so on.
Specialities: Magic theory, psychic phenomena, places of
Art (Trained Only) power, ritual effects, mythic creatures and races, telluric
Knowledge of art includes the names of artists, artistic energy, the Laws of Magic.
movements, history, techniques and other facts.
90
141.157.188.166
Physical Sciences (Trained Only) Special: An untrained Knowledge check is simply an
This discipline confers knowledge of how the universe Intelligence check. Without actual training, a character
works, covering its various phenomena and underlying only knows common knowledge about a given subject. A
principles. This is one of the areas where much of the character can take 10 when making a Knowledge check,
revolutionary progress is felt the hardest. but cannot take 20. A character with the Educated feat
Specialities: Astronomy, chemistry, mathematics, physics, gets a +2 bonus on any two types of Knowledge checks.
telluric power, theremin performance. The Games Master may decide that having five or more
ranks in a specific Knowledge skill provides a character
Politics with a +2 synergy bonus when making a related skill
A person schooled in politics has knowledge of the check. A character with Knowledge (occult sciences) can
workings of society and its institutions, procedures, rulers identify a magic effect if he possesses the corresponding
and styles of rulership. Magic Talent feat for the effect’s discipline.

SKILLS
Specialities: Law and legislation, litigation, legal rights
and obligations, political and governmental institutions, Time: A Knowledge check can be a reaction but otherwise
political and governmental processes, lineages, heraldry, requires a full-round action. Needing to study to make a
personalities. Knowledge check is actually a Research check and requires
ranks in that skill.
Tactics (Trained Only)
This is the knowledge of techniques and strategies for Language (None; Trained Only)
disposing and manoeuvring forces in combat. Although it would be ideal for all people of the world
Specialities: Infantry tactics, artillery tactics, aerial to speak the language of the Empire, this is not the case
tactics, naval tactics, siege warfare, reconnaissance, and those that venture away from the shelter of Imperial
logistics, guerrilla tactics. civilisation must learn to communicate in other tongues.
Technology (Trained Only) The Language skill does not work like a standard skill.
This skill covers current developments in cutting-edge A character automatically knows how to speak, read and
devices, as well as the background necessary to identify write his native language; he does not need ranks to do so.
various technological devices. Each additional language costs 1 rank. When a character
Specialities: Analytical and difference engines, telluric adds a rank to Language, he chooses a new language that
engines, steam power, electricity, transportation, he can speak, read and write.
communications, theremin performance.
A character never makes Language checks. A character
Theology and Philosophy either knows how to speak, read and write a specific
A deep discipline, this entails knowledge of schools of language or he does not.
thought that delve into the nature of things. Under
the Games Master’s consideration, Knowledge (theology A character can choose any language, modern or ancient;
and philosophy) may grant synergy bonuses to other see the Language Groups sidebar for suggestions. The
Knowledge categories, such as art, behavioural sciences, Games Master might determine that a character cannot
politics and history; it may also grant synergy bonuses to learn a specific language due to the circumstances of the
Craft (expression). campaign. For example, he might decide that there is just
Specialities: Liberal arts, ethics, philosophical concepts, no realistic way for a hardened explorer to find a book on
religions, religious rituals, pantheons, mythic history, holy Elven in the depths of the forest.
symbols, undead.

The Otherworlds (Trained Only) Language Groups


This is the knowledge of the worlds that lie beyond the There are thousands of languages to choose from when a
boundaries of this one. Some of the otherworlds may character buys ranks in Language, and the complications
overlap with history, earth and life sciences, and physical multiply when considering the setting for an OGL
sciences. Steampunk campaign. A few are listed here, sorted into
Specialities: The Astral Plane, the Ethereal Plane, the their general language groups as found on a typical fantasy
Hollow World, The Hells, Lost Worlds, other planets, setting. As there is no core setting of OGL Steampunk,
Celestial Planes, The Abyss, Elemental Planes, the spatial each campaign will have to determine what languages are
aether. appropriate for character to learn. A language’s group
does not matter when a character is buying ranks in
Try Again: No. The check represents what a character Language; they are provided because they pertain to the
knows, so thinking about a topic a second time does not explorer and scholar vocations’ Linguist talent. This list is
let the character know something he never knew in the by no means exhaustive—there are many more language
first place. groups and most groups contain more languages than
those listed here.

91
141.157.188.166
It took Jerrek only a couple of minutes to slip the bonds. Part of that time was spent cussing at the elf in a mix of
different languages. He knew a few choice insults in both Elven and Orcish both of which she apparently knew well
enough to be amused. Whether her mirth was at the comments and anatomical impossibilities they involved or his poor
pronunciation, he could not be sure, but by the time he was off his back she was grinning widely. That was something
else he had never seen her do. He was confused at how interested he was in the expression.

Shaking his head, he became stern with her again. ‘Stupid woman. If we had been attacked, I would have…’

She hushed him with a finger to his lips. ‘You would have been cut free with this knife a moment before I handed it to
you.’ She held up his dagger with another wicked grin. He had been face down in his pillow the whole time, so how
in the world had she slipped it out from under his head without him noticing? He took it back from her, snarling in
irritation. It surprised him how little of his umbrage was real, though.
SKILLS

He hated elves, all elves, even this one, but there was no true fire in his fury at having been tied up by her. He pointed
his knife at her and said, in Elven, ‘Do not ever do that again. I do not like being tied up.’

She looked at him for a moment, shook her head and muttered something at him before returning to her side of the
camp with a shrug.

It was only just as he was drifting off to sleep again that he translated her words. ‘Pity,’ the elf woman had said. ‘I do.’

Common Languages And Their Speakers


Listen (Wis)
Language Typical Speakers Alphabet Being alert to surrounding sounds is
(Group) key to survival in many quarters, not all
(Planar) of them in the wilderness.
Abyssal Demons, chaotic evil outsiders Infernal
Celestial Good outsiders Celestial Check: Make a Listen check against a
Infernal Devils, lawful evil outsiders Infernal DC that reflects how quiet the noise is
(Elemental) that a character might hear or against
Aquan Water-based creatures Elven an opposed Move Silently check. The
Auran Air-based creatures Draconic Games Master may call for a Listen
Ignan Fire-based creatures Draconic check by a character in a position
Terran Xorns and other earth-based creatures Dwarven to hear something. A character can
(Monstrous) also make a Listen check voluntarily
if he wants to hear something in the
Draconic Kobolds, troglodytes, lizardfolk, Draconic
vicinity. The Games Master may make
dragons
the Listen check in secret so that the
Aberrant Aberrations with the ability to speak Aberrant
character does not know whether not
Giant Ogres, giants Dwarven hearing anything means that nothing
Sylvan* Dryads, brownies, leprechauns Elven is there or that the character failed the
(Racial) check. A successful Listen check when
Dwarven Dwarves Dwarven there is nothing to hear results in the
Elven Elves Elven character hearing nothing.
Gnome Gnomes Gnomish
Common Humans, any race doing business Common Check
with humanity Condition Penalty
Auld Ancient, Isolated Human and Auldish Per 10-ft. of distance –1
Common* Humanoid Races Listener distracted –5
(Humanoid)
Goblin Goblins, hobgoblins, bugbears Dwarven Try Again: A character can make a
Gnoll Gnolls Common Listen check every time he has the
Druidic Druids (only) Druidic opportunity to hear something in a
Orc Orcs Dwarven reactive manner. As a move action,
the character may attempt to hear
*This is an ancient language. In the Steampunk world, only a few linguistic
scholars speak it, along with a few small populations in isolated corners of the
something that he failed (or believes he
world. These groups shrink each year as the encroachment of ‘progress’ chokes them failed) to hear previously.
out. Eventually, they will become dead languages, echoed only in the dusty halls of
academia.
92
141.157.188.166
DC Sound Navigate (Int)
–10 A battle Explorers are always finding new boundaries to push.
0 People talking Their ability to navigate towards their destinations has
5 A person in medium armour walking at a saved many lives and will continue to do so in this new
slow pace, trying not to make noise age of discovery.
10 An unarmoured person walking at a slow
pace, trying not to make any noise Check: Make a Navigate check when a character is trying
15 A 1st level gentleman thief sneaking up on to find his way to a distant location without directions
someone * or other specific guidance. Generally, a character does
20 A tiger stalking prey * not need to make a check to find a local street or other
30 A bird flying through the air common urban site, or to follow an accurate map.
However, the character might make a check to wend his

SKILLS
+5 Through a door
way through a dense stretch of alleyways or a labyrinth of
+15 Through a solid wall
underground storm drains.
* This is actually an opposed check; the DC given is a
typical Move Silently check result for such a character or For movement over a great distance, make a Navigate
creature. check. The DC depends on the length of the trip. If the
character succeeds, he moves via the best reasonable course
Special: When several characters are listening to the same
towards his goal. If the character fails, he still reaches the
thing, the Games Master can make a single d20 roll and
goal but it takes the character twice as long, as he loses time
use it for all the listeners’ skill checks. A character can
backtracking and correcting his path. If the character fails
take 10 or take 20 when making a Listen check. Taking
by more than 5, he travels for the expected time but only
20 means the character spends one minute attempting to
travels approximately halfway to his destination, at which
hear something that may or may not be there to hear. A
point the character becomes lost.
character with the Alertness feat gets a +2 bonus on all
Listen checks. A sleeping character can make Listen
checks but takes a -10 penalty on the checks. Length of Trip DC
Short (a few hours) 20
Time: A Listen check may be a reaction, if called for by Moderate (a day or two) 22
the Games Master, or a move action if a character actively Long (up to a week) 25
takes the time to try to hear something. Extreme (more than a week) 28

Move Silently (Dex; Armour When faced with multiple choices, such as at a branch
in a tunnel, a character can make a Navigate check (DC
Penalty) 20) to intuit the choice that takes him toward a known
The second part of concealing one’s presence is to hide the destination. If unsuccessful, the character chooses the
sound of moving and while footpads and burglars are the wrong path, but at the next juncture, with a successful
most adept at it, expert hunters find it quite useful when check, the character realises his mistake.
approaching their prey.
A character cannot use this function of Navigate to find
Check: A character’s Move Silently check is opposed a path to a site if he has no idea where the site is located.
by the Listen check of anyone who might hear him. A The Games Master may choose to make the Navigate
character can move up to half his normal speed at no check for the Player in secret, so he does not know from
penalty. At more than half speed and up to the character’s the result whether the Player Character is following the
full speed, he takes a –5 penalty. It is practically impossible right or wrong path.
(–20 penalty) to move silently while attacking, running,
or charging. A character can use Navigate to determine his approximate
position in the world without the use of any equipment
Special: A character can take 10 when making a Move by checking the constellations or other natural landmarks.
Silently check but cannot take 20. A character with the The character must have a clear view of the night sky to
Stealthy feat gets a +2 bonus on all Move Silently checks. make this check. The DC is 15.

Time: Use of the Move Silently skill constitutes a move Try Again: A character may make a second Navigate
action. check (DC 20) to regain his path. If the character
succeeds, he continues on to his destination; the total time
for the trip is twice the normal time. If the character fails,
he loses half a day before he can try again. The character
keeps trying until he succeeds, losing half a day for each
failure.

93
141.157.188.166
Special: A character can take 10 when making a Navigate  Stringed Instruments: The character is a
check. A character can take 20 only when determining his musician gifted with a talent for playing stringed
location, not when travelling. A character with the Guide musical instruments, such as banjo, guitar, harp,
feat gets a +2 bonus on all Navigate checks. lute, sitar and violin. A musician could play
a theremin with this category, albeit with a -2
Time: A Navigate check is a full-round action. penalty.

Perform (Cha)  Wind Instruments: The character is a musician


Refined tastes are hungry for good artistic performances gifted with a talent for playing wind musical
to soothe the soul; performers who show their mettle gain instruments, such as flute, bugle, trumpet, tuba,
great appreciation and fame. bagpipes and trombone.
SKILLS

This skill encompasses several categories, each of them Result Performance


treated as a separate skill. These categories are identified 10 Amateur performance. Audience may
and defined below. The number of Perform categories is appreciate your performance, but is
kept purposely finite. When trying to determine what not overly impressed.
Perform skill a particular type of performance falls under, 15 Routine performance. Audience
use a broad interpretation of the existing categories. Do enjoys your performance, but it is not
not arbitrarily make up new categories. Also keep in mind exceptional.
that the ability to perform does not make a character a 20 Great performance. Audience highly
trained performer in the thespian sense; take ranks in impressed.
Profession (performer) if the character should be able 25 Memorable performance. Audience
to make money and hold known performances with his enthusiastic.
skill. 30 Masterful performance. Audience
awed.
Check: The character is accomplished in some type
of artistic expression and knows how to put on a Try Again: You may not attempt a Perform check again
performance. He can impress audiences with his talent for the same performance and audience.
and skill. The quality of the character’s performance
depends on his check result. The eight Perform categories Special: A character can take 10 when making a Perform
and the qualities encompassed by each one are as follows. check but cannot take 20. A character without an
appropriate instrument automatically fails any Perform
 Act: The character is a gifted actor, capable of (keyboard), Perform (percussion), Perform (stringed), or
performing drama, comedy, or action-oriented Perform (wind) check he attempts. At the Games Master’s
roles with some level of skill. discretion, impromptu instruments may be employed
but the performer must take a –4 penalty on the check
 Dance: The character is a gifted dancer, capable because his equipment, although usable, is inappropriate
of performing rhythmic and patterned bodily for the skill. Every time a character takes the Creative
movements to music. feat, he gains a +2 bonus on checks involving two Perform
skills he designates. See the feat description for more
 Keyboards: The character is a musician gifted information.
with a talent for playing keyboard musical
instruments, such as piano, organ and clavichord. Time: A Perform check usually requires at least several
A musician could play a theremin with this minutes to an hour or more.
category, albeit with a -2 penalty.

 Percussion Instruments: The character is a


Pilot (Dex; Trained Only)
Just as new land vehicles replace more traditional modes
musician gifted with a talent for playing percussion
of travel, general developments in transport create entirely
musical instruments, such as drums, cymbals,
new professions to control them. Knowing how to operate
triangle, xylophone and tambourine.
a fantastic flying machine or a mysterious submersible is a
matter of great prestige.
 Sing: The character is a musician gifted with a
talent for producing musical tones with his voice.
Specialities: Airship, ornithopter, gyrocopter,
submersibles, burrowing vehicles, exotic aircraft.
 Stand-Up: The character is a gifted comedian,
capable of performing a stand-up vaudeville
Check: Typical piloting tasks do not require checks.
routine before an audience.
Checks are required during combat, for special
manoeuvres or in other extreme circumstances, or when

94
141.157.188.166
the pilot wants to attempt something outside the normal Ranks Wealth Bonus Increase
parameters of the vehicle. Each vehicle’s description 1–4 +1
includes a handling score that applies to Pilot checks made
5–8 +2
by the operator of the vehicle.
9 – 12 +3
Special: A character can take 10 when making a Pilot 13 – 16 +4
check but cannot take 20. A character with the Vehicle 17 – 20 +5
Expert feat gets a +2 bonus on all Pilot checks. This skill 21– 23 +6
is not used for driving hover vehicles of any kind. Though
they technically fly, they are dependent on a solid surface his chosen Profession corresponds to a recommended one
and are affected sufficiently by roadway conditions for the in his starting vocation.
Drive skill to be more appropriate.

SKILLS
Psychic Control (Wis or Cha,
Time: Making a Pilot check constitutes a move action.
Character’s Choice; Trained Only)
A few gifted individuals have access to powers beyond
Profession (Wis) the ken of science. Psychic abilities are quite real in the
The most important role of a citizen is to contribute to Steampunk world and their possessors control them by
society with honest work. A profession is also a perfect the sheer force of their will.
way to earn more money than that which covers the basic
necessities of survival. Check: A character makes a Psychic Control check in
order to activate psychic powers, which he acquires as feats
Just as the Craft, Knowledge and Perform skills have or as features of the occultist class. The DC of a Psychic
categories, so too does Profession. There is, however, Control check is determined by the power the character
the difference that Players are encouraged to come up wants to activate. Psychic powers and the uses of Psychic
with their own professions. Each class vocation lists a Control checks are covered in full detail in The Occult
number of professions that a member of that class and chapter.
starting vocation usually practices but it is not necessary
for a character to practice those professions, nor indeed to Try Again: Provided that he does not fall out of his
practice any profession at all. The income of characters trance, a character can retry any failed use of a psychic
without professions depends on treasures and rewards power.
gained from adventuring, or from other such inconstant
sources like gambling. Special: Characters cannot take 10 or 20 when making
Psychic Control checks. Characters must have the Psychic
Check: A character makes Profession checks to improve Sensitivity feat before taking their first rank in Psychic
his Wealth bonus every time he attains a new level. The Control. Characters without the feat cannot buy any rank
DC for the check is the character’s current Wealth bonus. in the skill even if it is a class skill for them.
If the character succeeds at the Profession check, his
Wealth bonus increases by +1. For every 5 by which the Time: Psychic Control checks are usually standard
character exceeds the DC, his Wealth bonus increases by actions, although some psychic powers may take several
an additional +1. A character cannot take 10 or take 20 minutes or even hours to work.
when making a Profession check to improve his Wealth
bonus.
Repair (Int; Trained Only)
The number of ranks a character has in the Profession skill Machines break down, and with so many making their way
(including ranks the character may have just acquired after into homes and factories, the knowledge of how to repair
gaining a level) also has a bearing on the Wealth bonus them makes such a craftsman into a valued technician
increase the character receives. This translates to a flat who will undoubtedly find gainful employment.
increase to his Wealth bonus. In addition to the Wealth
bonus increase a character gains from his Profession check Specialities: Steam technology, electrical devices,
result if the check succeeds, the number of ranks the clockwork devices, automata, vehicles, power sources.
character has in this skill increases his new Wealth bonus
as follows. Check: Most Repair checks are made to fix complex
mechanical devices. The Games Master sets the DC. In
Special: If the Games Master deems it appropriate, a general, simple repairs have a DC of 10 to 15 and require
character can add his Profession modifier when making no more than a few minutes to accomplish. More complex
a Reputation check to deal with a work-related or repair work has a DC of 20 or higher and can require an
career-related situation. Every time a character takes hour or more to complete. Making repairs also involves
the Windfall feat, he gets a cumulative +1 increase to his a monetary cost when spare parts or new components are
Wealth bonus. The character gains a +2 synergy bonus if needed, represented by a Wealth check. If the Games

95
141.157.188.166
Master decides that this is not necessary for the type of
Jerrek tossed and turned for more than an hour, repair the character is attempting, then no Wealth check
troubled by what had just happened. He did not is needed. If damage is being repaired, a successful Repair
like elves and he had never expected to be attracted check restores 1d4 hit or structure points to the object.
to anyone ever again. Still, Heshia’s face kept
appearing every time he closed his eyes. He tried to Repair Task Purchase Repair Repair
think of her as just another damned elf. That was (Example) DC Time
not working any more. With a grumble, he turned Simple (tool, 4 10 1 min
over one last time and nearly leapt out of his skin to simple weapon)
see a translucent face inches away from his own.
Moderate 7 15 10 min
(mechanical
‘Damn it, Gail! You looking for company as a
component)
ghost?’ he gasped, trying to catch his breath.
SKILLS

Complex 10 20 1 hr
(mechanical
The massive, spectral lion-man sat back up and
device)
chuckled. The sound was not pleasant. ‘You know,’
he whispered, ‘you really can be an idiot sometimes. Advanced 13 25 10 hr
No offence.’ (cutting-edge
mechanical
Jerrek stared at him, looking irate. ‘How am I device)
not supposed to take offence at that, fluff-face?’ Extreme 20+ 35 24 hr+
He mocked a smack at the air where Gail’s head (rebuilding
was, which passed through him and left a trail of the analytical
chilled air and light. That seemed to make Gailion engine of a
uncomfortable, though it did not, apparently, hurt. fully sentient
automaton)
‘I’ve only been dead for a couple of days, Jer, but I
am coping with it better than you are at being alive. Jury-Rig: A character can choose to attempt jury-rigged, or
You need to let it go, my friend and get on with your temporary, repairs. Doing this reduces the purchase DC
life.’ Gail’s face softened, his glowing expression by 3 and the Repair check DC by 5. Jury-rigging allows
changing from amusement to concern. ‘You need to the character to make the checks in as little as a full-round
get over the past while you still have a future.’ The action. However, a jury-rigged repair can only fix a single
lion hybrid looked over into the far corner of the problem with a single check. In addition, the temporary
tunnel passage. ‘And you need to go over there and repair only lasts until the end of the current scene or
apologise for being a bolt-head.’ encounter. The jury-rigged object must be fully repaired
thereafter if it is to be repaired at all. A character can also
It took about ten more minutes of convincing, but use jury-rig to jump-start an engine or device. The DC
Jerrek finally gave in and crossed over to where for this is at least 15, and it can be higher depending on
Heshia was sitting. He quietly admitted to being the presence of security devices. The jury-rig application
upset with her kind, for being torn up inside because of the Repair skill can be used untrained.
of a past loss and for being too dim to realize what
she had been trying to tell him. He poured out his Try Again: Yes, though in some specific cases, the Games
heart to her, telling her of his childhood and the Master may decide that a failed Repair check has negative
years he spent scraping a living out of Megador’s ramifications that prevent repeated checks.
meanest slums. He told her how hard it was for him
to feel any more, adding that if she would be willing Special: A character can take 10 or take 20 on a Repair
to let him try just one more time, he would like to check. When making a Repair check to accomplish a
talk with her again. jury-rig repair, a character cannot take 20. Repair requires
a mechanical tool kit or a multipurpose tool depending
Her silence worried him. He looked more closely at on the task. If the character does not have the appropriate
her motionless form. She was in a psychic trance and tools, he takes a –4 penalty on the check or may be
had been since leaving him at his bedroll. She had unable to carry out the repair at all, at the Games Master’s
sat, completely still and missed everything he had discretion. Genius characters of the inventor vocation can
said. He had bared his soul and no one had been make jury-rig repairs permanent by spending an action
there to see it. point.

Nearby, he heard Thurdin’s gruff voice. ‘That was Synergies: Craft (mechanical) or Craft (electronic) can
beautiful, lad, but you’re just not my type. Now shut provide a +2 synergy bonus on Repair checks made for
up. I’m trying to sleep.’ mechanical or electronic devices. A character with the

96
141.157.188.166
Gearhead feat and at least 1 rank in this skill enjoys a +2 dismount without a problem. Mounting or dismounting
bonus to all Repair checks. an animal is a move action. Some tasks, undertaken in
combat or in other extreme circumstances, require checks.
Time: See the table for guidelines. A character can make In addition, attempting trick riding or asking the animal
a jury-rig repair as a full-round action, but the work only to perform an unusual technique also requires a check. It
lasts until the end of the current encounter. should be kept in mind that a horse-like automaton and
a horse-like amazing vehicle are two very different things:
Research (Int) the first uses Ride but the second uses Drive.
Scientists stand on the shoulders of giants, using previous
knowledge as the basis for their new theories and Guide with Knees (DC 5): The character can react instantly
discoveries. Finding the proper information can save a lot to guide his mount with his knees so that he can use both
of time that would be more constructively employed in hands in combat or perform some other action. Make the

SKILLS
the proving of new ideas. check at the start of the character’s round. If the character
fails, he can only use one hand this round because he
Check: Researching a topic takes time, skill and some needs to use the other to control his mount. On machine
luck. The Games Master determines how obscure a mounts, the knees press particular plates to guide it.
particular topic is (the more obscure, the higher the
DC) and what kind of information might be available Stay in Saddle (DC 5): The character can react instantly
depending on where the character is conducting his to try to avoid falling when his mount rears or bolts
research. Given enough time (usually 1d4 hours) and unexpectedly or when the character takes damage.
a successful skill check, the character develops a general
idea about a given topic. This assumes that no obvious Fight while Mounted (DC 20): While in combat, the
obstacles exist that would prevent such information from character can attempt to control a mount that is not
being available and that the character has a way to acquire trained in combat riding; see the Handle Animal skill. If
restricted or protected information. Research is the skill the character succeeds, he uses only a move action and may
for finding recorded facts. Learning what other people use his attack action to do something else. If the character
know is usually more appropriately performed as a Gather
Information check.

The higher the check result, the better and more


complete the information. If the character
wants to discover a specific fact, date, map,
or similar bit of information, add +5 to +15
to the DC.

Try Again: Yes, though the Games


Master may rule that you have exhausted
your current research material and that you
must find more sources before you can make
another attempt.

Special: A character can take 10 or take 20 on


a Research check. A character with the Studious
feat gets a +2 bonus on all Research checks.

Time: A Research check takes 1d4 hours.

Ride (Dex)
Even when new vehicles are invading
the roads and byways, the old tradition
of riding will never be lost, as it is not only
accessible but also greatly prestigious. Riding is
even more flexible than motorised transport, as
animals do not break down and their maintenance
needs are easier to provide for.

Check: Typical riding actions do not require


checks. A character can saddle, mount, ride and

97
141.157.188.166
fails, he can do nothing else that round. If the character determine what Ritual skill a particular magic effect
fails by more than 5, he loses control of the animal. pertains to, use a broad interpretation of the existing
categories. Do not arbitrarily make up new categories.
For animals trained in combat riding and machine The DCs of Ritual checks depend wholly on the different
mounts, the character does not need to make this check. parameters of the ritual, such as its subject, scope, reach
Instead, the character can use his move action to have the and duration. Magic rituals and effects are described in
animal perform a trick, most commonly to attack. The full in The Occult chapter.
character can use his attack action normally.
 Divination: Magic that discerns information from
Cover (DC 15): The character can react instantly to drop past, present and future.
down and hang alongside his mount, using it as one-half  Enticement: Magic that fools the senses, twists
cover. The character cannot attack while using his mount perceptions and affect minds.

SKILLS

as cover. If the character fails, he does not get the cover Invocation: Magic that brings forth matter, energy
benefit. and even life where none existed before.
 Necromancy: Rituals that deal with the dead and
Soft Fall (DC 15): The character reacts instantly when he the macabre energy of death.
falls from his mount, such as when it is killed or when it  Protection: Effects that ward from harm and repel
falls, to try to avoid taking damage. If the character fails, enemies and threats.
he takes 1d6 points of falling damage.  Transformation: Magic that change the properties
and shape of objects and creatures.
Leap (DC 15): The character can get his mount to leap
obstacles as part of its movement. Use the character’s Try Again: No. If a ritual fails, it is over for that effect.
Ride modifier or the mount’s Jump modifier (whichever is Failure may also carry more dire consequences that
lower) when the mount makes its Jump check, for which prevent its repetition.
see the Jump skill. The character makes a Ride check (DC
15) to stay on the mount when it leaps. Special: Characters cannot take 10 or 20 in Ritual
checks. The Ritual skill is not included in any class skill
Fast Mount or Dismount (DC 20; armour penalty applies): list. Instead, characters must have the feat corresponding
The character can mount or dismount as a free action. If to each Ritual category before taking their first rank in
the character fails the check, mounting or dismounting is it. These are the Divination Talent, Protection Talent,
a move action. A character cannot attempt a fast mount or Invocation Talent, Enticement Talent, Necromancy
dismount unless he can perform the mount or dismount Talent and Transformation Talent respectively. Characters
as a move action this round, should the check fail. without the appropriate feat cannot buy any ranks in the
skill.
Special: If the character is riding bareback, he takes a –5
penalty on Ride checks. A character can take 10 when Time: Ritual checks take 10 minutes. Particular rituals
making a Ride check but cannot take 20. Animals that may require more than one Ritual check, depending on
are ill suited to be mounts provide a –2 penalty to their their complexity. See the rules for magic ritual effects on
rider’s Ride check. A character with five or more ranks in pg. 281.
Handle Animal gains a +2 synergy bonus to Ride checks.
Search (Int)
Time: Ride is a move action, except when otherwise That which lies hidden or lost can be retrieved by anyone
noted for the special tasks listed above. with the patience and perception necessary to find it.

Ritual (Int; Trained Only) Check: The character generally must be within 10 feet
of the object or surface to be examined. A character can
The power of magic only comes to those who devote long
examine up to a 5-foot-by-5-foot area or a volume of
hours and hard study towards it, as one of the Laws of
goods 5 feet on a side with a single check. A Search check
Magic states that nothing comes for free. Characters in
can turn up individual footprints but does not allow a
OGL Steampunk do not develop the ability to work magic
character to follow tracks, nor does it tell him in which
automatically. Instead, they gain it through study and
direction the creature or creatures went, nor the direction
practice. With the new era of progress opening the doors
from which they approached.
that keep all secrets locked away, almost anyone with
sufficient dedication can learn to perform a few magic DC Task
tricks. 10 Ransack an area to find a certain object.
20 Notice a typical secret compartment, a simple
Check: Like the Craft and Knowledge skills, Ritual is trap, or an obscure clue.
broken up into six different categories corresponding
25+ Find a complex or well-hidden secret
to the six disciplines of magic. The number of Ritual
compartment or trap; notice an extremely
disciplines is kept purposely finite. When trying to
obscure clue.
98
141.157.188.166
Special: A character can take 10 or take 20 when making 10 unless an observer is concentrating on noticing what
a Search check. A character with the Meticulous feat gets the character is doing. When a character performs this
a +2 bonus on all Search checks. A character with five or skill under close observation, the character’s skill check
more ranks in Search gains a +2 synergy bonus to Survival is opposed by the observer’s Spot check. The observer’s
checks to follow tracks. check does not prevent the character from performing the
action, just from doing it unnoticed.
Time: A Search check is a full-round action.
When a character tries to take something from another
Sense Motive (Wis) person, the character’s opponent makes a Spot check to
Perception is not limited to finding things. It also detect the attempt. To obtain the object, the character
extends to sensing the state of another’s mind. This skill must score a result of 20 or higher, regardless of the
is extremely useful for interrogation and to avoid being opponent’s check result. The opponent detects the

SKILLS
fooled. attempt if his check result beats the character’s check
result, whether the character takes the object or not.
Check: A successful check allows the character to avoid
being bluffed; see the Bluff skill. The character can also A character can use Sleight of Hand to conceal a small
use the skill to tell when someone is behaving oddly weapon or object on his body. It can also be used to
or to assess someone’s trustworthiness. In addition, a manipulate a small object in each hand, so long as one
character can use this skill to make an assessment of a is coin sized and the other is no larger than a foot in any
social situation. With a successful check (DC 20), the dimension. Used this way, it can conceal the manipulation
character can get the feeling from another’s behaviour from others, though observers may oppose it with Spot
that something is wrong. Also, the character can deduce checks as noted above.
whether someone is trustworthy and honourable.
Try Again: A second Sleight of Hand attempt against the
Try Again: No, though the character may make a Sense same target, or when being watched by the same observer,
Motive check for each Bluff directed at him. has a DC 10 higher than the first check if the first check
failed or if the attempt was noticed.
Special: A character can take 10 when making a Sense
Motive check, but cannot take 20. A character with the Special: A character can take 10 when making a Sleight
Attentive feat gets a +2 bonus on all Sense Motive checks. of Hand check, but cannot take 20. A character can make
A character can use Sense Motive to detect that a hidden an untrained Sleight of Hand check to conceal a weapon
message is being transmitted via the Bluff skill, with the or object but must always take 10. A character with the
DC of the Sense Motive check equal to the Bluff check Nimble feat and at least 1 rank in this skill gets a +2 bonus
result of the sender. If the character’s check result beats on all Sleight of Hand checks. A character with five or
the DC by 5 or more, the character understands the secret more ranks in Bluff gains a +2 synergy bonus to Sleight
message as well. If the character’s check fails by 5 or more, of Hand checks.
the character misinterprets the message in some fashion.
A character with five or more ranks in Sense Motive gains Time: A Sleight of Hand check is an attack action.
a +2 synergy bonus to Diplomacy checks.
Spot (Wis)
Time: A Sense Motive check may be made as a reaction The eyes can be a character’s best friend or worst enemy,
to another character’s Bluff check. When that is the case, so it is recommended that those depending on their sight
the Games Master may roll the character’s Sense Motive learn to tell the difference between truth and deception.
check in secret, so the character does not necessarily know
someone is trying to bluff him. Using Sense Motive to Check: The Spot skill is used to notice items that are not
gain a sense of someone’s trustworthiness takes at least one immediately obvious and people who are attempting to
minute. hide. The Games Master may call for a Spot check from
a character who is in a position to notice something. A
Sleight of Hand (Dex; Trained character can also make a Spot check voluntarily if he
wants to try to notice something in his vicinity. The
Only; Armour Penalty) Games Master may make the Spot check in secret so that
Parlour tricks are certainly entertaining but hardly worth the character does not know whether nothing is there or
the effort of a lady or gentleman, as they are more useful that he failed the check.
to the pickpockets and cutpurses that plague the streets in
increasing numbers. A successful Spot check when there is nothing to notice
results in the character noticing nothing.
Check: A check against DC 10 lets a character palm a
coin-sized, unattended object. Minor feats of sleight of Spot is often used to notice a person or creature hiding
hand, such as making a coin disappear, also have a DC of from view. In such cases, the character’s Spot check is
99
141.157.188.166
opposed by the Hide check of the character trying not to
be seen. Spot is also used to detect someone in disguise, By the time Thurdin and Heshia were awake, Jerrek
for which see the Disguise skill, or to notice a concealed had breakfast cooked and all of their gear packed
weapon on another person. up. He served them both slivers of meat cooked
in the last of the spices he could find in his satchel.
A character’s Spot check is modified by a –1 penalty for It was lean fare to be sure but it would keep them
every 10 feet of distance between the character and the alive a little longer. It said something about how
character or object he is trying to discern. The check hungry they all were that even the elf ate the meat
carries a further –5 penalty if the character is in the midst he offered and did not complain. Elves were not
of activity. usually carnivorous but hunger eventually overcame
such concerns.
Try Again: A character can make a Spot check every time
‘Nice job, lad,’ Thurdin said quietly, picking at his
SKILLS

he has the opportunity to notice something in a reactive


manner. As a full-round action, a character may attempt plate with a slightly bent fork. ‘Do I even want
to notice something that he failed (or believe he failed) to to know what we are eating?’ From the sour look
notice previously. on the grizzled dwarf ’s face, he obviously had no
expectation of a pleasant answer.
Special: A character can take 10 or take 20 when making
a Spot check. A character with the Alertness feat gets a +2 Jerrek just shook his head and kept eating.
bonus on all Spot checks.
After he was finished, he gave the cooking tools
Time: A Spot check is either a reaction, if called for by and utensils a quick wipe down with an oilcloth to
the Games Master, or a full-round action if a character prevent rust. They did not have any water to waste,
actively takes the time to try to notice something. so washing them was out of the question. Besides,
there was nothing to cook for their next meal in any
Survival (Wis) case. If they did not reach the factory soon, having a
clean skillet to make dinner in would be the least of
Each new technological boundary broken opens up new
their concerns. It had been a stretch of his survival
horizons. The successful exploration of each and every one
skills keeping them fed this long; Jerrek doubted
of them depends greatly on the explorer’s ability to survive
he could keep it up for another day. One way or
in conditions away from the comforts of civilisation.
another, this would be their last meal in the sewers
of the old city.
Specialities: Choose a terrain type or a specific area like
a large province.

Check: A character can keep himself and others safe and


fed in the wild.

DC Task
10 Get along in the wilds of any jungle,
concrete or otherwise. Move up to half the
character’s overland speed while hunting
and foraging (no food or water supplies
needed). The character can provide food
and water for one other person for every 2
points by which his check result exceeds 10.
15 Gain a +2 circumstance bonus on Fortitude
saves against severe weather while moving
up to half the character’s overland speed, or
gain a +4 circumstance bonus if stationary.
The character may grant the same bonus
to one other character for every 1 point by
which his check result exceeds 15.
18 Avoid getting lost and avoid natural and
industrial hazards, such as quicksand or
condemned construction sites.

With the Track feat, a character can use Survival checks to


track a character or animal across various terrain types.

100
141.157.188.166
Special: A character can take 10 when making a Survival Try Again: A new check is allowed the round after a
check. A character can take 20 when he is tracking, or check is failed.
if there is no danger or penalty for failure but not on
periodic checks to get along in the wild. Special: A character takes a penalty of –1 for every 5
pounds of gear he carries, including armour and weapons.
A character with the Guide feat gets a +2 bonus on all A character can take 10 when making a Swim check, but
Survival checks. A character with five or more ranks in cannot take 20. A character with the Athletic feat gets a
Search gains a +2 synergy bonus to Survival checks to +2 bonus on all Swim checks.
follow tracks.
Time: A Swim check is either a move action or a full-
Time: Basic Survival checks occur each day in the round action, as described above.
wilderness or whenever a hazard presents itself. When

SKILLS
using Survival with the Track feat to track a character Treat Injury (Wis)
or animal, checks are made according to distance, as Medicine has advanced greatly from the days of miracle
described in the Track feat. healers and medicine men; medics now study methods to
help others recover from harmful conditions, their skills
Swim (Str; Armour Penalty) depending on no allegiance save an oath to assist all those
Water is a hostile environment to air-breathing people but in need.
there is a certain attraction to it that is impossible to deny;
knowing how to move gracefully in watery environs is not Specialities: Disease treatment, wound and injury
only relaxing, but may also save lives. treatment, alienist treatment (psychology).

Check: A successful Swim check allows a character to Check: The DC and effect depend on the task attempted.
swim one-quarter his speed as a move action or half his Outside the relative safety of civilisation, this skill can
speed as a full-round action. Roll once per round. If the literally be the difference between life and death. A
character fails, he makes no progress through the water. specific intent is needed for a Treat Injury check, chosen
If the character fails by 5 or more, he goes underwater. from the listed options below. This skill has three
If the character is underwater (from failing a swim Specialities, regular medicine and alienism. The options
check or because the character is swimming underwater below, with the exception of the last one, involve regular
intentionally) he must hold his breath. A character can medicine.
hold his breath for a number of rounds equal to his
Constitution score, but only if he does nothing but take Long-Term Care (DC 15): With a treat injury kit, the
move actions or free actions. successful application of this skill allows a patient to
recover hit points and ability points lost to temporary
If the character takes an attack action or a full-round damage at an advanced rate, namely 3 hit points per
action, the amount of breath he has remaining is reduced character level or 3 ability points restored per day of
by one round. Effectively, a character in combat can hold complete rest. A new check is made each day; on a failed
his breath only half as long as normal. After that period check, recovery occurs at the normal rate for that day of
of time, the character must make a Constitution check rest and care. A character can tend as many patients as he
(DC 10) every round to continue holding his breath. has ranks in the skill. The patients need to spend all their
Each round, the DC of the check increases by 1. If the time resting. The character needs to devote at least half an
character fails the check, he begins to drown. hour of the day to each patient.

The DC for the Swim check depends on the water: Restore Hit Points (DC 15): With a treat injury kit, if a
character has lost hit points, he can restore some of them.
Water DC A successful check, made as a full-round action, restores
Calm water 10 1d4 hit points. The number restored can never exceed
Rough water 15 the character’s normal hit point total. This application of
the skill can be used successfully on a character only once
Stormy water 20
per day.
For each hour that the character swims, make a Swim
check against DC 20. If the character fails, he becomes Revive Dazed, Stunned or Unconscious Character (DC
fatigued. If the character fails a check while fatigued, the 15): With a first aid kit, the character can remove the
character becomes exhausted. If the character fails a check dazed, stunned or unconscious condition from a patient.
while exhausted, the character becomes unconscious. This check is a standard action. A successful check
Unconscious characters go underwater and immediately removes the dazed, stunned, or unconscious condition
begin to drown. from an affected character. The character cannot revive
an unconscious patient who is at –1 hit points or lower
without first stabilising them.
101
141.157.188.166
Stabilise Dying Character (DC 15): With a treat injury 10 when making a Treat Injury check. A character can
kit, a character can tend to a patient who is dying. As take 20 only when restoring hit points or attempting to
an attack action, a successful Treat Injury check stabilises revive dazed, stunned or unconscious characters. Long-
another character. The stabilised character regains no hit term care, restoring hit points, treating disease, treating
points, but he stops losing them. The character must have poison or stabilising a dying character requires a treat
a treat injury kit to stabilise a patient. injury kit. Reviving a dazed, stunned or unconscious
character requires either a first aid kit or a treat injury
Surgery (DC 20): With a surgery kit, a character can kit. Surgery requires a surgery kit. If the character does
conduct field surgery. This application of the Treat Injury not have the appropriate kit, he takes a –4 penalty on
skill carries a –4 penalty, which can be negated with the the check. A character can use the Treat Injury skill on
Surgery feat. Surgery requires 1d4 hours; if the patient is at himself only to administer first aid, treat disease or treat
negative hit points, add an additional hour for every point poison. The character takes a –5 penalty on his check any
SKILLS

below 0 he has fallen. Surgery restores 1d6 hit points for time he treats himself.
every character level of the patient (up to the patient’s full
normal total of hit points) with a successful skill check. Time: Treat Injury checks take different amounts of time
Surgery can only be used successfully on a character once based on the task at hand, as described above.
in a 24 hour period. A character who undergoes surgery is
fatigued for 24 hours, minus 2 hours for every point above Tumble (Dex; Trained Only;
the DC the surgeon achieves. The period of fatigue can
never be reduced below 6 hours in this fashion. Armour Penalty)
Agility and nimbleness are incredible assets to have during
Treat Disease (DC 15): A character can tend to a patient situations when a character finds himself in a tight spot.
infected with a treatable disease. Every time the diseased
patient makes a saving throw against disease effects (after Check: A character can land softly when he falls,
the initial contamination) the treating character first tumble past opponents in combat, or tumble through
makes a Treat Injury check to help the patient fend off opponents.
secondary damage. This activity takes 10 minutes. If the
treating character’s check succeeds, the treating character Land Softly: The character can make a Tumble check (DC
provides a bonus on the patient’s saving throw equal to his 15) when falling. If the check succeeds, treat the fall as if
ranks in this skill. it were 10 feet shorter when determining damage.

Treat Poison (DC 15): A character can tend to a poisoned Tumble past Opponents: With a successful Tumble check
patient. When a poisoned character makes a saving throw (DC 20) the character can weave, dodge and roll up to
against a poison’s secondary effect, the treating character 20 feet through squares adjacent to opponents, risking
first makes a Treat Injury check as an attack action. If the no attacks of opportunity. Failure means the character
treating character’s check succeeds, he provides a bonus moves as planned, but provokes attacks of opportunity as
on the poisoned patient’s saving throw equal to his ranks normal.
in this skill.
Tumble through Opponents: With a successful Tumble
Inspire (Alienism; DC 15): By applying his knowledge check (DC 20) the character can roll, jump or dive
of alienism in regards to the motivations of a specific through squares occupied by opponents, moving over,
individual, the character can inspire them after speaking under or around them as if they were not there. Failure
for one full round to overcome their own flaws or aspire to means the character moves as planned, but provokes
a greater degree of accomplishment than they were before. attacks of opportunity as normal.
Treat this as either providing a target with an additional
saving throw against Fear effects (the target can substitute Try Again: No.
the Treat Injury check for his save if desired) or granting
a +1 circumstance bonus to the next skill check the target Special: A character with 5 or more ranks in Tumble
makes. Inspire can only work as many times per day gains a +3 dodge bonus to Defence (instead of the normal
on a given target as the Treat Injury trained character’s +2) when fighting defensively, and a +6 dodge bonus
Charisma modifier, to a minimum of once. (instead of the normal +4) when engaging in total defence.
A character can take 10 when making a Tumble check but
Try Again: Yes, for restoring hit points, reviving dazed, cannot take 20. A character with the Acrobatic feat and
stunned or unconscious characters, stabilising dying at least 1 rank in this skill gets a +2 bonus on all Tumble
characters and surgery. No, for all other uses of the skill. checks. A character with five or more ranks in Tumble
gains a +2 synergy bonus to Balance and Jump checks.
Special: The Surgery feat gives a character the extra A character with five or more ranks in Jump gains a +2
training he needs to use Treat Injury to help a wounded synergy bonus to Tumble checks.
character by means of an operation. A character can take
Time: A character can try to reduce damage from a fall
102
141.157.188.166
as a reaction once per fall. A character can attempt to character with a rope, any Escape Artist check that the
Tumble as a free action that must be performed as part of bound character makes is opposed by the Use Rope check.
a move action. Binding grants a +10 bonus on this check because it is
easier to bind someone than to escape from bonds. It
Use Rope (Dex) is not necessary to make the Use Rope check until the
The fine art of tying knots is not only useful in a ship’s bound character tries to escape.
riggings or in animal handling; even decent folk who
travel in the wild can find the ability to use a rope Try Again: Depends; see above.
supremely valuable.
Special: A silk rope gives a +2 circumstance bonus on
Check: Most tasks with a rope are relatively simple. The Use Rope checks. The Deft Hands feat grants a +2 bonus
DCs for various tasks utilising this skill are summarised on Use Rope checks. A character with five or more

SKILLS
on the table below. ranks in Use Rope gains a +2 bonus on Climb checks
made to climb a rope, a knotted rope or a rope-and-wall
combination and a +2 bonus on Escape Artist checks
Use Rope when escaping from rope bonds. A character with five or
DC Task more ranks in Use Rope gains a +2 bonus on Escape Artist
10 Tie a firm knot checks made to bind someone.
10* Secure a grappling hook
15 Tie a special knot, such as one that Time: Varies. Throwing a grappling hook is a standard
slips, slides slowly, or loosens with a tug action that provokes an attack of opportunity. Tying a
15 Tie a rope around yourself one-handed knot, tying a special knot or tying a rope around oneself
15 Splice two ropes together one-handed is a full-round action that provokes an attack
Varies Bind a character of opportunity. Splicing two ropes together takes five
* Add 2 to the DC for every 10 feet the hook is thrown; minutes. Binding a character takes one minute.
see below.

Secure a Grappling Hook: Securing a grappling hook


requires a Use Rope check. The DC is 10 +2 for every
10 feet of distance the grappling hook is thrown, to a
maximum DC of 20 at 50 feet. Failure by 4 or less
indicates that the hook fails to catch and falls, allowing
the character to try again. Failure by 5 or more indicates
that the grappling hook initially holds, but comes loose
after 1d4 rounds of supporting weight. This check is
made secretly, so that players do not know whether
the rope will hold their characters’ weight.

Bind a Character: When binding another

103
141.157.188.166
feats & traits
c
haracters in OGL Steampunk learn to do many 15th and 18th level. Once a feat is gained, the method of
things with the skill points they gain but there acquisition becomes irrelevant; a character either has a feat
is another way to account for raw talent and or he does not.
extraordinary qualities. This is the collection of feats and
traits that characters gain as they advance in power and Types of Feats
FEATS & TRAITS

experience. Feats are classified in three broad types:


Feats are special qualities and talents that characters General: These are feats that any character that meets the
develop with time, allowing them to bend the rules that prerequisites can acquire; they refer to general abilities that
constrain others and sometimes break them completely. have no particular rule set to govern their functioning.
Traits are abilities and characteristics that particular types Occult: These feats refer to an occult ability, namely
of characters gain by virtue of their race and upbringing. magic or psychic powers. The Occult chapter deals with
While the ability to fight with two weapons is something how these abilities work in more detail and the feats
any character can develop with practice, the ability to presented here either give characters access to those powers
turn incorporeal is a trait exclusive to ghosts, as are the or alter the way that they work. They are further divided
technological upgrades exclusive to the automatons of the into metamagic, magic discipline and psychic feats.
construct race.
Item Creation: In order to create an amazing machine or
Feats an occult item, a character must have the extensive body
Feats are gained in four different ways in OGL Steampunk of knowledge and theoretical background provided by
games. They can be gained as free feats from a character’s these feats. Each item creation feat allows a character to
class and vocation, they can be purchased with the build one type of machine or magic item.
bonus feat given to all characters at 1st level (two feats
for humans), they can be granted by certain levels of the Feat Descriptions
talent trees or class features, or they can be bought with Here is the format for every feat description found in
the feat slot gained by all characters at 3rd, 6th, 9th, 12th, this book. Feats are intentionally left a vague as possible

They knew they were close to the factory. The increase in traps and opposition could mean nothing else. The fight
through what had to be the central nest of the ironrats had been a bloody, vicious affair but apart from Thurdin’s
mangled left arm, they came through it more or less intact. Gailion had even managed to be of aid, manifesting for
a few seconds at a time to wield a fallen ironrat like a macabre club. Ghost or not, it was a good feeling to have the
big cat fighting at his side again.

They had also now had their first real combat with orcs. Near the ironrat den, they had found a guard post. This
was Jerrek’s first real indication of how close they were to the factory. It was also the first fight that really felt like a
true battle to him. Ironrats were just mutated beasts with metal grafts and augmentation. These were orcs, the true
enemy. Jerrek found a special joy in killing them.

He could tell that his aggression against the orcs had unsettled his teammates, even the normally unflappable
Gearbolt. They had given him a certain distance since the guard posts, coming nowhere near him even when another
fight occurred. That was fine with him. Gailion was with him and knew how he fought; together they were an
unstoppable force against these inhuman bastards. Orc after orc fell to Jerrek’s slashing swords but even a sea of their
blood would never slake his thirst for more. Each dead orc at his feet was just a twitching example to the rest of what
he wished for their whole cursed race.

Even when one of them came in low with a spear and drove it into his side, Jerrek did not stop killing. He took the
wound and ran himself up the weapon, decapitating its wielder before the pain of the attack even registered with him.
Before he fell from the shock and blood loss, he took down two others and was only denied the last kill by the lethally
accurate shots of Heshia cutting down the last of their foes.

Then he fell over, pain preceding darkness as his eyes closed for what might be the final time…

104
141.157.188.166
while still providing all of the rules support needed to run Special: Additional facts about the feat. If there are no
them in a campaign. This way, the same feat taken by two special features about a feat aside from what it does and its
different characters can simulate different approaches to prerequisites, this entry is also absent.
the same basic talent.

Feat Name: The name of the feat. General Feats


Personal Quality Feats (General)
Prerequisite: A minimum ability score, another feat or One of your personality strengths works in your favour.
feats, a minimum base attack bonus and/or the minimum Benefit: This is actually a category of feats that all grant

FEATS & TRAITS


ranks in a skill that a character must have to acquire this a +2 bonus to two related skills. Characters acquire each
feat. This entry is absent if a feat has no prerequisite. of them as a separate feat, but they are grouped together
for convenience.
A character can gain a feat at the same level at which he Special: See table below.
gains all the prerequisites.
Agile Riposte (General)
A character cannot use a feat if the character has lost a Prerequisites: Dexterity 13, Dodge.
prerequisite. Benefit: Once per round, if the opponent the character
has designated as his dodge target (see the Dodge feat)
Benefit: What the feat enables a character to do. makes a melee attack or melee touch attack against
the character and misses, the character may make an
Normal: What a character who does not have this attack of opportunity with a melee weapon against that
feat is limited to or restricted from doing. If there is no opponent. Resolve and apply the effects from both attacks
particular drawback to not possessing the feat, this entry simultaneously.
is absent.

Personal Quality Feats


Feat Name +2 bonus to…
Acrobatic Jump checks and Tumble1 checks
Agile Balance checks and Escape Artist checks
Alertness Listen checks and Spot checks
Animal Affinity Handle Animal1 checks and Ride checks
Athletic Climb checks and Swim checks
Attentive Investigate1 checks and Sense Motive checks
Builder Any two2: Craft (chemical)1, Craft (pharmaceutical)1, Craft (structural) and Craft (mechanical)1
Confident Gamble checks and Intimidate checks, and on level checks to resist intimidation
Creative Any two2: Craft (expression), Perform (act), Perform (dance), Perform (keyboards), Perform
(percussion instruments), Perform (sing), Perform (stand-up), Perform (string instruments), and
Perform (wind instruments)
Deceptive Bluff checks and Disguise checks
Deft Hands Sleight of Hand checks and Use Rope checks
Educated Any two Knowledge skills2
Focused Balance checks and Concentration checks
Gearhead Craft (mechanical)1 checks and Repair1 checks
Guide Navigate checks and Survival checks
Investigator Gather Information checks and Search checks
Medical Expert Craft (pharmaceutical) checks and Treat Injury checks
Meticulous Forgery checks and Search checks
Negotiator Diplomacy checks and Sense Motive checks
Nimble Escape Artist checks and Sleight of Hand1 checks
Persuasive Bluff checks and Intimidate checks
Self-Sufficient Survival checks and Treat Injury checks
Stealthy Hide checks and Move Silently checks
Studious Decipher Script checks and Research checks
Trustworthy Diplomacy checks and Gather Information checks
Vehicle Expert Drive checks and Pilot checks
1
This skill cannot be used untrained.
2
The character can select this feat multiple times. Each time, the character selects two new skills from the choices given.

105
141.157.188.166
Even a character with the Combat Reflexes feat cannot use difficult; the DC of the Psychic Control check for the
the Agile Riposte feat more than once per round. This third and subsequent powers increases by a cumulative
feat does not grant more attacks of opportunity than the +2, so that the third power has a +4 DC, the fourth has a
character is normally allowed in a round. +6 DC and so on.

Armour Proficiency (Heavy) Cleave (General)


(General) Your blows are so strong that they shear through your
You are trained in the use of heavy armour. enemies’ ranks.
Prerequisites: Armour Proficiency (light), Armour Prerequisites: Strength 13, Power Attack.
FEATS & TRAITS

Proficiency (medium). Benefit: If the character deals an opponent enough


Benefit: See Armour Proficiency (light). damage to make him drop (either by knocking the
Normal: See Armour Proficiency (light). opponent out due to massive damage or by reducing the
opponent’s hit points to less than 0) then he may make an
immediate extra melee attack against another opponent
Armour Proficiency (Light) adjacent to him. The character cannot take a 5-foot step
(General) before making this extra attack. The extra attack is with
You are trained in the use of light armour. the same weapon and at the same bonus as the attack that
Benefit: When the character wears a type of armour with dropped the previous opponent. The character can use
which he is proficient, he may add the armour’s entire this ability once per round.
equipment bonus to his Defence.
Normal: A character who wears armour with which he Combat Concentration (General)
is not proficient takes an armour penalty on attack rolls, You keep your wits about you in violent situations.
Reflex saves and checks involving the following skills: Benefit: The character gets a +4 bonus on Concentration
Balance, Climb, Escape Artist, Hide, Jump, Move Silently checks made when using magic or psychic powers,
and Tumble. including while grappling or pinned.

Armour Proficiency (Medium) Combat Expertise (General)


(General) You can defend yourself in combat.
You are trained in the use of medium armour. Prerequisite: Intelligence 13.
Prerequisite: Armour Proficiency (light). Benefit: When the character uses the attack action or
Benefit: See Armour Proficiency (light). the full attack action in melee, he can take a penalty of
Normal: See Armour Proficiency (light). up to –5 on his attack roll and add the same number (up
to +5) to his Defence. This number may not exceed the
character’s base attack bonus. The changes to attack rolls
Blind-Fight (General) and Defence last until his next action. The bonus to the
Darkness is no obstacle to your fighting abilities. character’s Defence is a dodge bonus. As such, it stacks
Benefit: In melee combat, every time the character misses with other dodge bonuses the character may have.
because of concealment, he can re-roll the miss chance Normal: A character without the Combat Expertise feat
roll once to see if he actually hits. The character takes can fight defensively while using the attack or full attack
only half the usual penalty to speed for being unable to action to take a –4 penalty on attacks and gain a +2 dodge
see. Darkness and poor visibility in general reduces the bonus to Defence.
character’s speed to three-quarters of normal, instead of
one-half.
Dead Aim (General)
You can hit right where you are aiming at.
Broad Psychic Attention (Occult) Prerequisites: Wisdom 13, Far Shot.
Your psychic power is all encompassing. Benefit: Before making a ranged attack, the character
Prerequisites: Psychic Sensitivity and any other psychic may take a full-round action to line up his shot. This
feat. grants the character a +2 circumstance bonus on his next
Benefit: The character can concentrate on maintaining attack roll. Once the character begins aiming, he cannot
one additional psychic power. The Psychic Control check move until after he makes his next attack, or the benefit of
for the second power increases by +2. the feat is lost. Likewise, if the character’s concentration is
Normal: Characters without this feat can only maintain disrupted or he is attacked before his next action, he loses
one psychic power at a time. the benefit of aiming.
Special: A character can select this feat a maximum
number of times equal to his Charisma modifier.
Each time he selects it, he becomes able to maintain Diehard (General)
an additional psychic power while sustaining others. You refuse to give in, even when grievously wounded.
Maintaining simultaneous psychic powers is increasingly Prerequisite: Endurance.

106
141.157.188.166
Benefit: When reduced to between –1 and –9 hit points,
the character automatically becomes stable. He does not
Eclectic (General)
You heed the voice of more than one calling.
have to make a Fortitude save to see if he loses 1 hit point
Prerequisite: Character level 5th.
each round.
Benefit: Choose a vocation from a class that the character
does not belong to. The character can choose Talents
When reduced to negative hit points, the character may
from that vocation as if he were a member of its parent
choose to act as if he was disabled, rather than dying.
class. The character does not gain any starting benefit
He must make this decision as soon as he is reduced to
from the chosen vocation, nor does he gain any free talent;
negative hit points, even if it is not his turn. If he does
this feat only opens the way for the character to diversify

FEATS & TRAITS


not choose to act as if he were disabled, he immediately
his talents.
falls unconscious.
Special: A character can select this feat multiple times.
Each time, he selects a different vocation. If he acquires
When using this feat, the character can take either a single
a level in the class of his eclectic vocations, he gains no
move or a single standard action each turn (but not both)
other benefit.
and he cannot take any full round actions. He can take
a move action without further injuring himself but if he
performs any standard action (or any other action deemed Elusive Target (General)
as strenuous, including some free actions) he takes 1 point You duck and weave around an enemy’s ranged sights.
of damage after completing the act. If he reaches –10 hit Prerequisites: Dexterity 13, Dodge.
points, he immediately dies. Benefit: When the character is fighting an opponent or
Normal: A character without this feat that is reduced to multiple opponents in melee, other opponents attempting
between –1 and –9 hit points is unconscious and dying. to target him with ranged attacks take a –4 penalty. This
penalty is in addition to the normal –4 penalty for firing
Dodge (General) into melee, making the penalty to target the character –8.
Special: An opponent with the Precise Shot feat has the
You pose a difficult target.
penalty lessened to –4 when targeting the character.
Prerequisite: Dexterity 13.
Benefit: During his action, the character designates an
opponent and receives a +1 dodge bonus to Defence Endurance (General)
against any subsequent attacks from that opponent. The You have led a rugged way of life that has made you very
character can select a new opponent on any action. resilient.
Special: A condition that makes the character lose his Benefit: The character gains a +4 bonus on the following
Dexterity bonus to Defence also makes him lose dodge checks and saves: hourly Swim checks to avoid becoming
bonuses. Also, dodge bonuses stack with each other, fatigued, Constitution checks to continue running,
unlike most other types of bonus. Constitution checks to hold his breath, Constitution
checks to avoid damage from starvation or thirst, Fortitude
Drive-By Attack (General) saves to avoid damage from hot or cold environments and
You have one hand on the wheel and a weapon on the
other.
Benefit: The character takes no vehicle speed
penalty when making an attack while in a
moving vehicle. Also, if the character is
the driver, he can take his attack action
to make an attack at any point
along the vehicle’s movement.
Normal: When attacking
from a moving vehicle, a
character takes a penalty
based on the vehicle’s speed.
Passengers can ready an
action to make an attack
when their vehicle reaches
a particular location, but
the driver must make
his attack action either
before or after the vehicle’s
movement.

107
141.157.188.166
Fortitude saves to resist suffocation or drowning. Also,
the character may sleep in medium or light armour
Greater Magic Penetration
without becoming fatigued. (Occult)
Normal: A character without this feat who sleeps in Your power destroys all defences.
armour is automatically fatigued the following day. Prerequisite: Magic Penetration.
Benefit: The character gets a +2 bonus on character
Exotic Weapon Proficiency level checks (1d20 + character level) made to overcome
a creature’s magic resistance. This bonus stacks with that
(General) derived from Magic Penetration.
Choose a type of exotic weapon. You understand how to
FEATS & TRAITS

use that type of exotic weapon in combat.


Prerequisite: Base attack bonus +1 (plus Str 13 for
Greater Psychic Focus (Occult)
The power of your mind is overwhelming. Choose
bastard sword or the dwarven waraxe).
a psychic feat for which you already have applied the
Benefit: You make attack rolls with the weapon
Psychic Focus feat.
normally.
Prerequisite: Psychic Focus.
Normal: A character who uses a weapon with which he is
Benefit: Add +1 to the Difficulty Class for all saving
not proficient takes a –4 penalty on attack rolls.
throws against effects from the base and derived powers
Special: You can gain Exotic Weapon Proficiency
of the selected psychic feat. This bonus stacks with the
multiple times. Each time you take the feat, it applies
bonus from Psychic Focus.
to a new type of exotic weapon. Proficiency with the
Special: You can gain this feat multiple times. Its effects
bastard sword or the dwarven waraxe has an additional
do not stack. Each time you take the feat, it applies to a
prerequisite of Str 13+.
new psychic feat to which you already have applied the
Psychic Focus feat.
Far Shot (General)
You can target as far as your eye can see.
Benefit: When the character uses a firearm or other
Greater Two-Weapon Fighting
ranged weapon, its range increment increases by one-half. (General)
Multiply the range increment by 1/2 to calculate this You become a whirlwind of death.
figure. When the character throws a weapon, its range Prerequisites: Dex 19+, Improved Two-Weapon
increment is doubled. Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: The character gets a third attack with his off-
Great Cleave (General) hand weapon, albeit at a –10 penalty. Also, this feat allows
the character to use a melee weapon in one hand and a
You cut through your enemies like ripe wheat.
ranged weapon in the other.
Prerequisites: Strength 13, Power Attack, Cleave, base
attack bonus +4.
Benefit: As Cleave, except that the character has no limit Greater Weapon Focus (General)
to the number of times he can use it per round. Choose one type of weapon for which you have already
selected Weapon Focus. You can also choose unarmed
Great Fortitude (General) strike or grapple as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon
You are particularly healthy.
Focus with selected weapon, 8th level adventurer.
Benefit: The character gets a +2 bonus on all Fortitude
Benefit: The character gains a +1 bonus on all attack rolls
saving throws.
he makes using the selected weapon. This bonus stacks
with other bonuses on attack rolls, including the one from
Greater Magic Focus (Occult) Weapon Focus (see below).
Your power is overwhelming. Choose a Ritual skill to Special: A character can gain Greater Weapon Focus
which you already have applied the Magic Focus feat. multiple times. Its effects do not stack. Each time he
Prerequisites: Magic Focus. takes the feat, it applies to a new type of weapon.
Benefit: Add +1 to the Difficulty Class for all saving
throws against effects from the discipline of magic you
select, whether cast from full rituals or from activating a
Greater Weapon Specialisation
conduit. This bonus stacks with the bonus from Magic (General)
Focus. Choose one type of weapon for which you have already
Special: You can gain this feat multiple times. Its effects selected Weapon Specialisation. You can also choose
do not stack. Each time you take the feat, it applies to a unarmed strike or grapple as your weapon for purposes
new Ritual Skill to which you already have applied the of this feat.
Magic Focus feat. Prerequisites: Proficiency with selected weapon, Greater
Weapon Focus with selected weapon, Weapon Focus with
selected weapon, Weapon Specialisation with selected
108
141.157.188.166
character’s massive damage threshold is current Con +3.
‘Guess I am not in charge any more.’ Special: A character may gain this feat multiple times. Its
effects stack.
That was the first thing Jerrek heard upon waking,
the heavy bass rumble of the dwarf above him
rousing him from a comatose slumber. Heshia was Improved Disarm (General)
kneeling beside him, her hands pressed on a part of You can take your opponent’s weapons with greater ease.
his chest that hurt worse than anything he had ever Prerequisites: Intelligence 13, Combat Expertise.
felt before. That convinced him he was still alive; Benefit: The character gains a +2 bonus to his attack roll
death was not supposed to be painful. when he attempts to disarm an opponent. The opponent

FEATS & TRAITS


does not get a chance to disarm the character in the case
The elf woman looked down at him with wet, red- of failure.
rimmed eyes. ‘You came too close, human. Far too
close.’ Her voice was harsh and ragged, edged with Improved Feint (General)
far more emotion than Jerrek would have thought You fool your opponents into complacency.
possible from her. ‘I am not prepared to travel Prerequisites: Intelligence 13, Combat Expertise.
with two ghosts.’ It was a joke, but the tone in her Benefit: The character can make a Bluff check in combat
voice was like steel, razor-edged, unbending and as a move action. The character receives a +2 bonus on
unforgiving. Bluff checks made to feint in melee combat.
Normal: Feinting in combat requires an attack action.
‘I have to tell you, lad,’ Thurdin spoke again,
‘I’ve seen full-trained dwarven warriors take less
punishment than you and not get up again. You’ve
Improved Grapple (General)
You are trained in wrestling techniques.
got a soul of stone, boy.’ Then, with a wry grin, the
Prerequisites: Dex 13+, Improved Unarmed Strike.
engineer added, ‘It’s too bad you’ve got rocks in your
Benefit: The character gains a +4 bonus on all grapple
head to match it.’
checks, regardless of who started the grapple.

weapon, 12th level adventurer.


Benefit: The character gains a +2 bonus on all damage
rolls he makes using the selected weapon. This
bonus stacks with other bonuses on damage rolls,
including the one from Weapon Specialisation,
for which see below.
Special: The character can gain Greater
Weapon Specialisation multiple times. Its
effects do not stack. Each time he takes the
feat, it applies to a new type of weapon.

Improved Critical (General)


You are deadly with a particular weapon. Choose
one type of weapon.
Prerequisite: Proficient with weapon, base attack
bonus +8.
Benefit: When using the weapon he selected, the
character’s threat range is doubled.
Special: The character can gain Improved Critical
multiple times. The effects do not stack. Each time he
takes the feat, it applies to a new type of weapon. This
effect does not stack with any other effect that expands the
threat range of a weapon.

Improved Damage Threshold


You are much harder to take down.
Benefit: The character increases his massive
damage threshold by 3 points.
Normal: A character without this feat has
a massive damage threshold equal to his
current Constitution score. With this feat, the

109
141.157.188.166
Improved Initiative (General) Improved Trip (General)
Your quick reflexes allow you to act first. You can easily throw your opponents to the ground.
Benefit: The character gets a +4 circumstance bonus on Prerequisites: Intelligence 13, Combat Expertise.
initiative checks. Benefit: The character gains a +2 bonus to his Strength
check when he tries to trip an opponent while unarmed.
Improved Knockout Punch If the character trips an opponent in melee combat, the
character immediately gets to make a melee attack against
(General) that opponent as if the character had not used his attack
Your fists are like sledgehammers. action for the trip attempt.
Prerequisites: Improved Unarmed Strike, Knockout
FEATS & TRAITS

Punch, base attack bonus +6.


Benefit: When making the character’s first unarmed Improved Turning (Occult)
attack against a flat-footed opponent, treat a successful Your power against the undead is stronger.
attack as a critical hit. This critical hit deals triple damage. Prerequisite: Ability to turn or rebuke creatures.
The damage is non-lethal damage. Benefit: The character turns or rebukes creatures as if he
Special: Even if the character has the ability to treat were one level higher than he is in the class that grants the
unarmed damage as lethal damage, the damage from a ability.
knockout punch is always non-lethal.
Improved Two-Weapon Fighting
Improved Overrun (General) (General)
You charge like a raging bull. You have greater skill in fighting with both your hands.
Prerequisites: Str 13+, Power Attack. Prerequisites: Dexterity 13, Two-Weapon Fighting, base
Benefit: When the character attempts to overrun an attack bonus +6.
opponent, the target may not choose to avoid him. The Benefit: The character gets a second attack with his
character also gains a +4 bonus on his Strength check to offhand weapon, albeit at a –5 penalty. Also, this feat
knock down his opponent. allows the character to use a melee weapon in one hand
Normal: Without this feat, the target of an overrun can and a ranged weapon in the other.
choose to avoid or to block the character. Normal: Without this feat, a character can only get a
single extra attack with an off-hand weapon, and both
Improved Precise Shot (General) weapons must be of the same type (either both ranged
Everything you see is a bullseye. weapons or both melee weapons).
Prerequisites: Dex 19+, Point Blank Shot, Precise Shot,
base attack bonus +11. Improved Unarmed Strike
Benefit: The character’s ranged attacks ignore the (General)
Defence bonus granted to targets by anything less than You are trained in the art of fisticuffs.
total cover, and the miss chance granted to targets by Benefit: The character is considered to be armed, even
anything less than total concealment. Total cover and when unarmed. In addition, his unarmed strikes can deal
total concealment provide their normal benefits against lethal or non-lethal damage, at the character’s option.
the character’s ranged attacks. In addition, when the Normal: Without this feat, the character is considered
character shoots or throws ranged weapons at a grappling unarmed when attacking with an unarmed strike and he
opponent, he automatically strikes at the opponent he has can deal only non-lethal damage with such an attack.
chosen.
Normal: See the normal rules on the effects of cover and
concealment. Without this feat, a character who shoots or Iron Will (General)
throws a ranged weapon at a target involved in a grapple You are particularly strong-willed.
must roll randomly to see which grappling combatant the Benefit: The character gets a +2 bonus on all Will saving
attack strikes. throws.

Improved Sunder (General) Knockout Punch (General)


Nothing is safe even in the hands of your enemy. Your punches can render opponents unconscious with a
Prerequisites: Str 13+, Power Attack. single blow.
Benefit: The character gains a +4 bonus on any attack Prerequisites: Improved Unarmed Strike, base attack
roll made to attack an object held or carried by another bonus +3.
character. The character deals double normal damage to Benefit: When making the character’s first unarmed attack
objects, whether they are held or carried or not. against a flat-footed opponent, treat a successful attack as
a critical hit. This damage is non-lethal damage.

110
141.157.188.166
Special: Even if the character has the ability to treat components (see the appropriate Craft skill description) +
unarmed damage as lethal damage, the damage from a the bonus provided by the mastercraft feature.
knockout punch is always non-lethal.
In addition to the Wealth check, the character must also
Lightning Reflexes (General) pay a cost in action points equal to the bonus provided by
You are particularly quick to react. the mastercraft feature. The points must be paid before
Benefit: The character gets a +2 bonus on all Reflex making the Craft check. When successfully completed,
saving throws. a mastercraft object provides a +1 bonus to its quality
compared to an ordinary object of the same type. All

FEATS & TRAITS


weapons and armour, along with certain other types of
Low Profile (General) equipment such as tools and clockwork devices, can be
You do not attract much attention to yourself or your constructed as mastercraft objects. The Purchase DC
deeds. for mastercraft items is their normal DC + the bonus
Benefit: Reduce the character’s Reputation bonus by 3 provided by the mastercraft feature + 1.
points. Normal: A character without this feat can only create
ordinary versions of objects with his Craft skill.
Magic Focus (Occult) Special: A character can select this feat multiple times.
The effects of your rituals are hard to resist. Choose a Each time, he can select a new Craft skill or a Craft skill
Ritual skill. for which he already selected the Master Artisan feat,
Benefit: Add +1 to the Difficulty Class for all saving in which case he can create mastercraft items with a +2
throws against effects from the selected discipline of bonus. He can take the feat yet again to create +3 objects
magic, whether cast from full rituals or from activating but may not increase the bonus any further than this.
a conduit.
Special: You can gain this feat multiple times. Its effects Mounted Combat (General)
do not stack. Each time you take the feat, it applies to a You can guide your mount to avoid harm.
new Ritual skill. Prerequisite: Ride 1 rank.
Benefit: Once per round when a character’s mount is hit
Magic Penetration (Occult) in combat, he may attempt a Ride check (as a reaction) to
Your magic can pierce defences more readily. negate the hit. The hit is negated if the Ride check result
Benefit: The character gets a +2 bonus on character is greater than the opponent’s attack roll. Essentially, the
level checks (1d20 + character level) made to overcome a Ride check result becomes the mount’s Defence if it is
creature’s magic resistance. higher than the mount’s regular DV.

Martial Weapon Proficiency Mounted Firing (General)


You can ride and shoot.
(General) Prerequisites: Ride 1 rank, Mounted Combat.
Choose a type of martial weapon. You understand how to Benefit: The penalty a character takes when using a
use that type of martial weapon in combat. ranged weapon while mounted is halved: –2 instead of –4
Benefit: The character makes attack rolls with the if the mount is taking a double move, and –4 instead of –8
selected weapon normally. if the mount is running.
Normal: When using a weapon with which a character is
not proficient, he takes a –4 penalty on attack rolls.
Special: Adventurers and some investigator vocations Musket Firearms Proficiency
are proficient with all martial weapons. They need not (General)
select this feat. A character can gain Martial Weapon You are trained in the use of muskets.
Proficiency multiple times. Each time he takes the feat, it Benefit: The character can fire any musket firearm
applies to a new type of weapon. without penalty.
Normal: Characters without this feat take a –4 penalty on
Master Artisan (General) attack rolls made with pistol firearms.
You can create objects of incredible quality. Choose a
Craft skill. Pistol Firearms Proficiency
Prerequisite: 5 ranks in the chosen Craft skill.
Benefit: The character can create objects of mastercraft (General)
quality with the chosen Craft skill. On average, it takes You are trained in the use of pistols.
twice as long to build a mastercraft object as it does to build Benefit: The character can fire any pistol firearm without
an ordinary object of the same type. The cost to build a penalty.
mastercraft object is equal to the purchase DC for the Normal: Characters without this feat take a –4 penalty on
attack rolls made with pistol firearms.

111
141.157.188.166
Point Blank Shot (General) Quick Draw (General)
Your aim is true at close range. You can draw a weapon in the blink of an eye.
Benefit: The character gets a +1 bonus on attack and Prerequisite: Base attack bonus +1.
damage rolls with ranged weapons against opponents Benefit: The character can draw a weapon as a free action.
within 30 feet. A character with this feat may throw weapons at his full
normal rate of attacks.
Power Attack (General) Normal: A character can draw a weapon as a move action.
You can put extra force behind your strikes. If a character has a base attack bonus of +1 or higher, he
Prerequisite: Strength 13. can draw a weapon as a free action when moving.
FEATS & TRAITS

Benefit: On the character’s action, before making attack


rolls for a round, the character may choose to subtract Rapid Reload (General)
a number from all melee attack rolls and add the same Choose a type of ranged weapon: crossbow (hand, light
number to all melee damage rolls. This number may not or heavy), pistol (flintlock or percussion cap) or musket
exceed the character’s base attack bonus. The penalty on (flintlock or percussion cap).
attacks and bonus on damage applies until the character’s Prerequisite: Weapon Proficiency (weapon type chosen).
next action. Benefit: The time required to reload the chosen type
of weapon is reduced to a free action (for a hand or
Precise Shot (General) light crossbow), a move action (for a heavy crossbow, or
You cannot confuse friend with foe when shooting. percussion cap pistol or musket) or a standard action (for
Prerequisite: Point Blank Shot. a flintlock pistol or musket). If the character selected this
Benefit: The character can shoot or throw ranged weapons feat for a hand or light crossbow, he may fire that weapon
at an opponent engaged in melee without penalty. as many times in a full attack action as he could if he were
Normal: A character takes a –4 penalty when using a using a bow.
ranged weapon to attack an opponent who is engaged in Normal: A character without this feat needs a move action
melee combat. to reload a hand or light crossbow, a full-round action to
reload a heavy crossbow or percussion cap firearm or three
move actions for a flintlock firearm.
Psychic Focus (Occult) Special: The character can gain Rapid Reload multiple
The effects of your psychic powers are hard to resist. times. Each time he takes the feat, it applies to a new type
Choose a psychic feat. of weapon.
Benefit: Add +1 to the Difficulty Class for all saving
throws against effects from the base and derived powers of
the selected psychic feat. Rapid Shot (General)
Special: You can gain this feat multiple times. Its effects You can fire rapidly.
do not stack. Each time you take the feat, it applies to a Prerequisites: Dex 13+, Point Blank Shot.
new psychic feat. Benefit: The character gets one extra attack per round
with a ranged weapon, provided that the weapon can fire
multiple times in the same round. The attack is at the
character’s highest base attack bonus, but each attack he
makes in that round (the extra one and the normal ones)

112
141.157.188.166
takes a –2 penalty. The character must use the full attack Special: A character can gain this feat multiple times. Its
action to use this feat. effects do not stack. Each time he takes the feat, it applies
to a new skill.
Ride-By Attack (General)
You thunder through a battlefield on your mount. Skip Shot (General)
Prerequisites: Ride 1 rank, Mounted Combat. You can bounce a projectile off a target’s surrounding
Benefit: When the character is mounted and uses the surfaces.
charge action, he may move and attack as if with a Prerequisites: Point Blank Shot, Precise Shot.
standard charge and then move again, continuing the Benefit: If the character has a solid, relatively smooth

FEATS & TRAITS


straight line of the charge. The character’s total movement surface on which to skip a bullet (such as a street or a
for the round cannot exceed double his mounted speed. stone wall) and a target within 10 feet of that surface, the
character may ignore cover between himself and the target.
Renown (General) However, the character receives a –2 penalty on his attack
You are easily recognisable and noteworthy. roll and his attack deals damage using the next lowest die
Benefit: The character’s Reputation bonus increases by type (so, a d10 would be reduced to a d8, a d8 to a d6 and
+3. so on) to a minimum total of 1 point of damage.
Special: The surface does not have to be perfectly smooth
and level; a brick wall or a cobblestone road can be used.
Run (General) The target can have no more than nine-tenths cover for a
You are quick as the wind. character to attempt a skip shot. This feat only applies to
Benefit: When running, the character moves a maximum firearms and slings.
of five times his normal speed instead of four times. If the
character is in heavy armour, he can move four times his
speed rather than three times. If the character makes a Spring Attack (General)
long jump, he gains a +2 competence bonus on his Jump You can attack a target while you move.
check. Prerequisites: Dexterity 13, Dodge, base attack bonus
+4.
Benefit: When using an attack action with a melee
Shield Proficiency (General) weapon, the character can move both before and after
You are trained in the use of shields. the attack, provided that the total distance moved is not
Benefit: The character can use a shield and take only the greater than the character’s speed.
standard penalties. Special: A character cannot use this feat if he is carrying
Normal: When the character is using a shield with which a heavy load or wearing heavy armour.
he is not proficient, he takes the shield’s armour check
penalty on attack rolls and on all skill checks that involve
moving, including Ride checks. Streetfighting (General)
You are knowledgeable in unscrupulous fighting
techniques.
Shot on the Run (General) Prerequisites: Improved Unarmed Strike, base attack
You can shoot a ranged weapon while you move. bonus +2.
Prerequisites: Dexterity 13, Point Blank Shot, Dodge. Benefit: Once per round, if the character makes a
Benefit: When using an attack action with a ranged successful melee attack with an unarmed strike or a light
weapon, the character can move both before and after weapon, he deals an additional 1d4 points of damage.
the attack, provided that the total distance moved is not
greater than his speed.
Surgery (General)
You are trained in advanced medical procedures.
Simple Weapons Proficiency Prerequisite: Treat Injury 4 ranks.
(General) Benefit: The character can use the Treat Injury skill to
You are trained in the use of simple weapons. perform surgery without penalty.
Benefit: The character makes attack rolls with simple Normal: Characters without this feat take a –4 penalty on
weapons normally. Treat Injury checks made to perform surgery.
Normal: A character without this feat takes a –4 penalty
when making attacks with simple weapons. Toughness (General)
You have greater stores of vitality.
Skill Focus (General) Benefit: The character gains +1 extra hit point every time
You have a particular talent for a certain skill. he gains a level. The character gains a number of extra hit
Benefit: The character chooses a skill. He gets a +3 bonus points equal to his current level at the moment he gains
on all checks involving that skill. this feat, so that he effectively has +1 extra hit point per
character level.

113
141.157.188.166
Track (General) They came to a fork in the tunnels. Jerrek knew
You can follow a target by the trail it leaves behind. they were close to the factory. A wrong turn here
Benefit: To find tracks or follow them for one mile could send them veering off-course for another
requires a Survival check. The character must make day if not more. It was too easy to get lost in this
another Survival check every time the tracks become labyrinth of ancient stone; they could not afford any
difficult to follow. The character moves at half his normal more delays.
speed with no penalty, at his normal speed with a –5
penalty on the check, or at up to twice his speed with He dropped to one knee, gesturing for everyone to
a –20 penalty on the check. The DC depends on the cover him while he worked. The team immediately
FEATS & TRAITS

surface and the prevailing conditions. moved into position. Gearbolt stepped in to guard
the right flank with his repeating crossbow arm
Surface Track DC raised. Thurdin and Gailion moved to the left, the
Very soft 5 ghost floating up high while the dwarf lay down
Soft 10 along the rocky floor and propped up his rune rifle
Firm 15 on a bipod.
Hard 20
Heshia knelt beside him and guarded his back while
Very Soft: Any surface (fresh snow, thick dust, wet mud) Jerrek looked for any sign at all of which way the
that holds deep, clear impressions of footprints. orcs habitually went when they used this tunnel. His
careful eye picked up on the barest of scuffmarks, all
Soft: Any surface soft enough to yield to pressure but turning towards the right. That was it. The orcs
firmer than wet mud or fresh snow, in which the quarry were clever and they covered their tracks well but
leaves frequent but shallow footprints. he had been stalking game of the two-legged kind
for years. As he stood up, he brushed along Heshia’s
side and it startled them both. Neither Thurdin or
Track Check Modifiers Gailion missed the blush those two wore for several
DC minutes afterward but neither thought it wise to say
Condition Modifier anything.
Every three targets in the group being –1
tracked
Firm: Most normal outdoor or exceptionally soft or dirty
Size of targets being tracked: 1 indoor surfaces. The quarry might leave some traces of
Fine +8 its passage, but only occasional or partial footprints can
Diminutive +4 be found.
Tiny +2
Small +1 Hard: Any surface that does not hold footprints at all,
Medium +0 such as bare rock, concrete, metal decks, or interior floors.
Large –1 The quarry leaves only traces, such as scuffmarks.
Huge –2
Gargantuan –4 Retry: If the character fails a Survival check, he can
Colossal –8 retry after 1 hour (outdoors) or 10 minutes (indoors) of
Leviathan –16 searching.
Every 24 hours since the trail was +1
Normal: A character without this feat can use the
made
Survival skill to find tracks but can only follow tracks if
Every hour of rain since the trail was +1
the DC is 10 or less. A character can use the Search skill
made
to find individual footprints but cannot follow tracks
Fresh snow cover since the trail was +10 using Search.
made
Poor visibility: 2
Overcast or moonless night +6 Trample (General)
You can ride your mount over (and on top of ) your
Moonlight +3
enemies.
Fog or precipitation +3
Prerequisites: Ride 1 rank, Mounted Combat.
Tracked target hides trail (and moves +5 Benefit: When the character attempts to overrun an
at half speed) opponent while mounted, the target may not choose to
1
For a group of mixed size, apply only the modifier for the avoid him. The mount may make one hoof attack against
largest size category represented. any target knocked down, gaining the standard +4 bonus
2
Apply only the largest modifier from this category.
on attack rolls against prone targets.

114
141.157.188.166
Two-Weapon Defence (General) Benefit: The character adds +1 to all attack rolls he makes
using the selected weapon.
You weave an impassable wall of steel.
Special: A character can gain this feat multiple times.
Prerequisites: Dex 15+, Two-Weapon Fighting.
Each time the character takes the feat, he must select a
Benefit: When wielding a double weapon or two weapons
different weapon.
(not including natural weapons or unarmed strikes) a
character gains a +1 shield bonus to his Defence. When
fighting defensively or using the total defence action, this Weapon Specialisation (General)
shield bonus increases to +2. Choose one type of weapon for which you have already
selected the Weapon Focus feat. You can also choose

FEATS & TRAITS


Two-Weapon Fighting (General) unarmed strike or grapple as a weapon for purposes of this
feat. You deal extra damage when using this weapon.
You are better at fighting with two weapons.
Prerequisites: Proficiency with selected weapon, Weapon
Prerequisite: Dexterity 13.
Focus with selected weapon, 4th level adventurer.
Benefit: The character’s penalties for fighting with two
Benefit: The character gains a +2 bonus on all damage
weapons are lessened by 2 for the primary hand and by 6
rolls he makes using the selected weapon.
for the off hand. The weapons used must both be melee
Special: A character can gain this feat multiple times. Its
weapons or both be ranged weapons; the character cannot
effects do not stack. Each time he takes the feat, it applies
mix the types.
to a new type of weapon.

Use Amazing Device (General) Whirlwind Attack (General)


You have a sixth sense regarding the workings of
You can attack everyone and everything around you.
machinery.
Prerequisites: Dexterity 13, Intelligence 13, Dodge,
Prerequisite: Intelligence 15.
Spring Attack, Combat Expertise, base attack bonus +4.
Benefit: The character can use amazing machines, as
Benefit: When the character performs a full-round
described in the Power of Steam chapter, without suffering
action, he can give up his regular attacks and instead make
the –4 penalty for not meeting the operation prerequisites.
one melee attack at his highest base attack bonus against
He still suffers any penalty related to weapon proficiencies
each adjacent opponent.
and still cannot make trained-only skill checks without
ranks in that skill.
Normal: A character without this feat takes a –4 penalty Windfall (General)
on all rolls for operating an amazing machine if he does You are considerably wealthy.
not comply with the operation requirements. Benefit: The character’s Wealth bonus increases by
+3. Also, this feat provides a +1 bonus on all Profession
Vehicle Dodge (General) checks.
Special: A character can select this feat multiple times.
You can take instinctive evasive manoeuvres in a vehicle.
Each time, both of its effects stack.
Prerequisites: Dexterity 13, Drive 6 ranks, Vehicle
Expert (a personal quality feat).
Benefit: When driving a vehicle, the character designates
an opposing vehicle or a single opponent during his
action. The character’s vehicle and everyone aboard it
receives a +1 dodge bonus to Defence against attacks from
that vehicle or opponent. The character can select a new
vehicle or opponent on any action.

Weapon Finesse (General)


You take advantage of both your grace and a light weapon’s
scant weight.
Prerequisites: Base attack bonus +1.
Benefit: With light melee weapons, a rapier, whip or
spiked chain, the character may use his Dexterity modifier
instead of his Strength modifier on attack rolls.

Weapon Focus (General)


Choose a specific weapon. A character can choose
unarmed strike or grapple as a weapon for purposes of
this feat.
Prerequisites: Proficient with weapon, base attack bonus
+1.
115
141.157.188.166
Occult Feats Ritual check DC –5. See pg. 98 for the Ritual skill and
pg. 281 for full details on magic rituals.
Occult feats can be further classified in metamagic feats,
magic discipline feats and psychic feats.
Ectoplasmic Secretion (Psychic)
Metamagic Feats You can exude and manipulate the substance called
ectoplasm.
As a magician’s knowledge of magic grows, he can learn
Prerequisite: Concentration 5 ranks, Psychic Sensitivity,
to activate his conduit in slightly different ways from
The Sight.
those in which the ritual effects were originally designed
Benefit: The character gains access to the Ectoplasmic
and stored. Activating an effect in such a way is harder
FEATS & TRAITS

Secretion base power and may eventually learn its derived


than normal but thanks to metamagic feats, it is at least
powers: Harden Ectoplasm, Fine Manipulation, Sensory
possible. Conduit effects modified by a metamagic feat
Input and Extrasensory Input. See pg. 266 for full details
impose a penalty to the conduit’s activation checks. This
on psychic powers.
does not change the scope of the spell, so the DC for
saving throws against it does not go up.
Empower Effect (Metamagic)
Effects and Multiple Metamagic Feats The strength of your magical effects is increased.
A character can apply multiple metamagic feats to a single Benefit: All variable, numeric effects of an empowered
conduit activation. Penalties to the activation check magic effect are increased by one-half. Saving throws
are cumulative but a character cannot apply the same and opposed rolls are not affected, nor are effects without
metamagic feat more than once to a single effect. random variables. An empowered effect imposes a –6
penalty on conduit activation checks.
Magic Discipline Feats
All magic discipline feats are basically the same; they make Enlarge Effect (Metamagic)
a corresponding Ritual skill into a class skill and allow a Your magical effects reach further.
character to buy ranks in it. They also allow a character Benefit: A character can alter an effect with a reach of
to identify magic effects with the Knowledge (occult close, medium or long to increase its range by 100%. An
sciences) skill, if the effect in question belongs to the enlarged effect with a reach of close now has a range of 50
discipline that the feat covers. ft. + 5 ft./level, while medium-reach effects have a range
of 200 ft. + 20 ft./level and long-reach effects have a range
of 800 ft. + 80 ft./level. An enlarged effect imposes a
Psychic Feats –3 penalty on conduit activation checks. Effects whose
When a character gains a psychic feat, he gains access to ranges are not defined by distance, as well as effects whose
a base psychic power and may eventually learn derived reach is not close, medium or long, do not have increased
powers tied to that feat. See The Occult chapter for full ranges.
details on gaining psychic powers. The Psychic Sensitivity
feat is like a magic discipline feat, inasmuch as it allows
a character to buy ranks in the Psychic Control skill and Enticement Talent (Magic
allows him to identify psychic powers with the Knowledge Discipline)
(occult sciences) skill. You practice the art of enticement, magic that fools the
senses, twists perceptions and affect minds.
Clairsentience (Psychic) Benefit: Ritual (enticement) becomes a class skill and
You can see things over distance and time. the character can now buy ranks in it. He can identify
Prerequisite: Psychic Sensitivity, The Sight (deeper enticement effects with a successful Knowledge (occult
trance). sciences) check against a DC equal to the effect’s own
Benefit: The character gains access to the Clairsentience Ritual check DC –5. See pg. 98 for the Ritual skill and
base power and may eventually learn its derived powers: pg. 281 for full details on magic rituals.
Future Sight, Past Sight, Psychic Hound and Scry. See pg.
266 for full details on psychic powers. Extend Effect (Metamagic)
Your magical effects last longer.
Divination Talent (Magic Benefit: An extended effect lasts twice as long as normal.
An effect with a duration of concentration, instantaneous
Discipline) or permanent is not affected by this feat. An extended
You practice the art of divination, magic that discerns effect imposes a –3 penalty on conduit activation checks.
information from past, present and future.
Benefit: Ritual (divination) becomes a class skill and
the character can now buy ranks in it. He can identify Maximise Effect (Metamagic)
divination effects with a successful Knowledge (occult Your magical effects perform to their maximum
sciences) check against a DC equal to the effect’s own potential.

116
141.157.188.166
As they walked down the chosen tunnel, Jerrek felt Heshia move up beside him. He did not actually see her do so;
he just ‘felt’ her. That was an odd sensation but to his amazement, he did not find it to be an unpleasant one. Once
she was close, Heshia put one hand on his side. It was warm and after a few moments, it got even warmer. ‘What are
you doing?’ he asked her, once the heat became just short of truly painful.

‘Healing you, human. You have gotten us this far and I do not relish the thought of getting out again without you.’
Her voice was as terse as ever, but there was a different tone behind the words.

Jerrek wanted to ask just what she meant by that but the moment was lost when a passage opened beside them

FEATS & TRAITS


without warning and a massive shape of steam and steel crashed into the tunnel ahead.

‘Juggernaut!’ Jerrek shouted, just as it opened fire.

Benefit: All variable, numeric effects of a magic effect Prerequisite: Treat Injury skill, Knowledge (earth and life
modified by this feat are maximised. Saving throws and sciences) skill, Psychic Sensitivity.
opposed rolls are not affected, nor are effects without Benefit: The character gains access to the Psychic Healing
random variables. A maximised effect imposes a –9 base power and may eventually learn its derived powers:
penalty on conduit activation checks. An empowered, Facilitate Recovery, Purge Malignancy, Recuperate Body
maximised effect gains the separate benefits of each feat, and Withstand Pain. See pg. 266 for full details on
so the total is calculated as the maximum result plus one- psychic powers.
half the normally rolled result.
Psychic Sensitivity (Psychic)
Mesmerism (Psychic) Your senses are open to the flows of psychic energy.
You can exude and control your personal magnetism. Prerequisites: Wisdom 15+ or 1st level occultist.
Prerequisite: Charisma 15+, Psychic Sensitivity. Benefit: Psychic Control becomes a class skill and the
Benefit: The character gains access to the Mesmerism character can now buy ranks in it. He gains access to the
base power and may eventually learn its derived powers: Psychic Sensitivity base power and may eventually learn
Awe-Inspiring, Charm, Command, Entrancement, its derived powers: Hyperaesthesia, Intuition and Deeper
Induce Emotion and Suggestion. See pg. 281 for full Trance. See pg. 266 for full details on psychic powers.
details on psychic powers.
Psychokinesis (Psychic)
Necromancy Talent (Magic The character can move objects with the power of his
Discipline) will.
You practice the art of necromancy, which includes rituals Prerequisite: Iron Will, Psychic Sensitivity.
that deal with the dead and the macabre energy of death. Benefit: The character gains access to the Psychokinesis
Benefit: Ritual (necromancy) becomes a class skill and base power and may eventually learn its derived powers:
the character can now buy ranks in it. He can identify Ectenic Force and Levitation. See pg. 266 for full details
necromantic effects with a successful Knowledge (occult on psychic powers.
sciences) check against a DC equal to the effect’s own
Ritual check DC –5. See pg. 98 for the Ritual skill and Quicken Effect (Metamagic)
pg. 281 for full details on magic rituals. The character can activate a conduit more quickly.
Benefit: Activating a conduit is a move action instead of
Protection Talent (Magic a standard action. The character can use his remaining
action as a standard action to do other things in the same
Discipline) round, or as a second move action to either move or make
You practice the art of protection magic, which entails another activation check if the first did not reach the
effects that ward off harm and repel enemies and threats. effect’s target number. A quickened effect imposes a -12
Benefit: Ritual (protection) becomes a class skill and penalty on conduit activation checks.
the character can now buy ranks in it. He can identify
protection effects with a successful Knowledge (occult
sciences) check against a DC equal to the effect’s own Silent Effect (Metamagic)
Ritual check DC –5. See pg. 98 for the Ritual skill and The character can activate the conduit without uttering
pg. 281 for full details on magic rituals. any incantation.
Benefit: A silent effect can be cast without speaking the
incantations. A silent effect imposes a –3 penalty on
Psychic Healing (Psychic) conduit activation checks.
You can heal with a touch of your hands.

117
141.157.188.166
Still Effect (Metamagic) Raw Materials Cost
The character can activate the conduit without tracing its The cost of creating an occult item or an amazing machine
diagrams in the air. equals its Purchase DC minus 3. Using an item creation
Benefit: A stilled effect can be cast without tracing feat also requires access to a laboratory or workshop,
anything in the air with the conduit. Effects that do special tools and so on. A character generally has access to
not require the tracings are not affected. A stilled effect what he needs unless unusual circumstances apply.
imposes a –3 penalty on conduit activation checks.
Time
Telepathy (Psychic) The time needed to create a magic item depends on the
FEATS & TRAITS

The character can perceive and transmit thoughts. feat and the cost of the item. The minimum time is one
Prerequisite: Attentive (a personal quality feat), Psychic day. There is no maximum limit save the value of the
Sensitivity. end result and the amount of time a character can spend
Benefit: The character gains access to the Telepathy base crafting a single item given the constraints of the current
power and may eventually learn its derived powers: Mental campaign.
Contact, Mental Scream, Mind Wall, Plant Impulse, Read
Thoughts and Sense Emotions. See pg. 266 for full details Item Cost
on psychic powers. Brew Potion and Scribe Scroll create items that directly
reproduce magic effects and the power of these items
The Sight (Psychic) depends on their character level; that is, an effect from
A character can perceive the subtle phenomena of the such an item has the power it would have if cast by a
Ethereal and Astral Planes. character of that level. The price of these items (and
Prerequisite: Psychic Sensitivity. thus the experience points cost and the cost of the raw
Benefit: He gains access to the The Sight base power and materials) also depends on the character level. The
may eventually learn its derived powers: Astral Aura Sight, character level must be high enough that the character
Dowsing, Etheric Aura Sight and Pierce Concealment. creating the item can cast the effect at that level. To find
See pg. 266 for full details on psychic powers. the final price in each case, add together half the character
level, a particular modifier given by the item description
Transformation Talent (Magic and the effect cost, explicated in a table at the end of The
Occult chapter.
Discipline)
The character practices the art of transformation, magic  Scrolls: purchase DC = Effect Cost + half character
that changes the properties and shape of objects and level
creatures.
Benefit: Ritual (transformation) becomes a class skill and  Potions: purchase DC = 1 + Effect Cost + half
the character can now buy ranks in it. He can identify character level.
transformation effects with a successful Knowledge
(occult sciences) check against a DC equal to the effect’s Amazing machines are more expensive and their costs
own Ritual check DC –5. See pg. 98 for the Ritual skill vary wildly as detailed in the Power of Steam chapter. The
and pg. 281 for full details on magic rituals. cost of an amazing machine is figured out by taking the
construction point cost of the base framework multiplied
Item Creation Feats by its material, then adding the construction point cost of
power source and all special features and deficiencies in
An item creation feat lets a character create an occult item
or amazing machine of a certain type. Regardless of the the machine; this total is then divided by 2 1/2.
type of items they involve, the various item creation feats
all have certain features in common. Brew Potion (Item Creation)
You know the lore for brewing magical potions.
Experience Points Cost Prerequisite: 3rd level.
Experience that the character would normally keep is Benefit: The character can create a potion of an effect
expended when making an occult item but not when with a minor or lower scope, which targets one or more
making an amazing machine. The experience point cost creatures. Brewing a potion takes one day. When a
equals the item’s Purchase DC multiplied by the character’s character creates a potion, he sets the character level,
level x5. A character cannot spend so many experience which must be of no less than the effect’s required
points on an item that he loses a level. However, upon character level for item creation purposes and no higher
gaining enough experience points to attain a new level, he than the character’s own level. The base Purchase DC of a
can immediately expend experience points on creating an potion is 1 plus its effect cost plus half the character level.
item rather than keeping the experience points to advance To brew a potion, the character must spend a number of
a level. experience points equal to the purchase DC multiplied by

118
141.157.188.166
Cost and Occult Items 5, and his character level, and uses up raw materials with
a Purchase DC equal to that of the item, minus 3.
These are the general costs for making occult items.
Purchase DC: Item Cost (weapons and armour only) + When creating a potion, the character makes any choices
Effect Cost + half character level + Activation Modifier that he would normally make when performing the ritual.
Raw Materials’ Purchase DC: Item’s Purchase DC –3 Whoever drinks the potion is the target of the spell.
XP Cost: Item’s Purchase DC x character level x 5
Effect Cost Build Structures (Item Creation)
Effect Base Price You can build amazing buildings and structures.

FEATS & TRAITS


Ability bonus (enhancement) Bonus x4 Prerequisite: Craft (mechanical) 5 ranks, Craft
(structural) 5 ranks.
Armour bonus (enhancement) (Bonus +1) x4
Benefit: The character can build structures of any size
Defence bonus (deflection) (Bonus +1) x5
and with any features that he can afford. Construction
Defence bonus (other)1 (Bonus +1) x6 time is one week per 5 points or part thereof in the DC
Natural armour bonus (Bonus +1) x5 of each Craft check the character must make to build
(enhancement) the structure. The base purchase DC of a structure is its
Psychic Power Psychic Control final construction point cost divided by 2 1/2. The raw
check DC materials used have a Purchase DC equal to that of the
Ritual Effect Ritual check DC structure, minus 3.
Save bonus (resistance) (Bonus +1) x4
Save bonus (other)1 (Bonus +1) x5 Build Vehicles (Item Creation)
Skill bonus (competence) +1 per +2 bonus You can build amazing vehicles.
Magic resistance +2 per point Prerequisite: Craft (mechanical) 5 ranks, Craft
Weapon bonus (enhancement) (Bonus +1) x5 (structural) skill.
Base Price Benefit: The character can build vehicles of any size
Special Adjustment and with any features that he can afford. Construction
Charges per day – 5 (– charges per time is one week per 5 points or part thereof in the DC
day) of each Craft check the character must make to build
Uncustomary space limitation2 +1 the vehicles. The base purchase DC of a vehicle is its
No space limitation3 +3 final construction point cost divided by 2. 1/2. The raw
Multiple different abilities +3 materials used have a Purchase DC equal to that of the
Charged (50 charges) –3 item, minus 3.
Component Extra Cost
Armour, shield, or weapon Add cost of Craft Automata (Item Creation)
mastercraft item You can build life-like machines.
Ritual uses exotic component Prerequisite: Craft (mechanical) skill.
Spell has XP cost Benefit: The character can build an automaton of any size
1
and with any features that he can afford. Construction
Such as a luck or insight bonus.
2
time is one week per 5 points or part thereof in the DC
See Limits on Occult Items Worn.
3
of each Craft check the character must make to build the
An item that does not take up one of the spaces on a
machine. The base purchase DC of an automaton is its
body costs double.
final construction point cost divided by 2 1/2. The raw
Activation Modifier materials used have a Purchase DC equal to that of the
Spell Effect Base Price item, minus 3.
Single use, completion +0
Single use, use-activated +1 Craft Conduit (Item Creation)
Command word +2 You know how to create a conduit for your powers.
Use-activated or continuous +3 Prerequisite: Ritual skill.
Use-activated and original effect +4 Benefit: The character can create his own conduit. A
requires an action point conduit is a tool that stores a number of ritual effects
Use-activated and requires a skill -1 equal to one quarter of a character’s level. Magicians
check (DC 10 – 20) add their key ability modifier (Intelligence, Wisdom or
Charisma) and a class bonus to this limit.
Use-activated and requires a skill -2
check (DC 21 – 25)
Upon creating the conduit, the character designates
Use-activated and requires an action -3
the maximum scope of the effects it can store, which
point
determines the experience point cost and minimum
character level required for creating a conduit of that
119
141.157.188.166
power. The item to be made into a conduit could be
anything from a golden ring to a bulky writing desk, or Etheric Qualities
even a penthouse flat; it thus has its own Purchase DC The etheric ability is useful for equipment that a
depending on the character’s preferences. Creating a revenant ghost character would be able to wield.
conduit takes one day per minimum character level of the
conduit. The experience point cost of creating a conduit Etheric: An etheric weapon deals damage normally
is equal to the minimum character level for a conduit of a against incorporeal creatures, regardless of its bonus.
particular scope, multiplied by 200. An incorporeal creature’s 50% chance to avoid
damage does not apply to attacks from etheric
Experience Minimum
FEATS & TRAITS

weapons. The weapon can be picked up and


Power Points Character level moved by an incorporeal creature at any time. A
Trivial 200 1st manifesting ghost or a revenant ghost can wield the
Minor 600 3rd weapon against corporeal foes. Essentially, an etheric
Moderate 1,200 6th weapon counts as either corporeal or incorporeal at
Major 1,800 9th any given time, according to whichever state is more
Extreme 2,400 12th beneficial to the wielder.

Moderate invocation; creator level 9th; Craft Magic


Craft Equipment (Item Creation) Arms and Armour, Ritual (invocation) 12 ranks;
You can build amazing tools and armour.
Purchase DC modifier +1.
Prerequisite: Craft (mechanical) skill, Craft (structural)
skill.
Benefit: The character can build equipment of any size option of making the weapon glow softly or not, as
and with any features that he can afford. Construction desired. The character must be of a minimum occultist
time is one week per 5 points or part thereof in the DC level in order to craft an armour or weapon of a determined
of each Craft check the character must make to craft the enhancement bonus.
equipment. The base purchase DC of the equipment is
its final construction point cost divided by 2 1/2. The The weapon, armour or shield to be enhanced must be a
raw materials used have a Purchase DC equal to that of mastercraft item provided by the character. Its cost is not
the item, minus 3. included in the above cost.

Craft Magic Arms and Armour The character can also mend a broken magic weapon, suit
of armour or shield if it is one that he could make. Doing
(Item Creation) so costs half the experience points, deducts an additional
You know how to enchant weapons and armour. –3 from the raw materials and takes half the time it would
Prerequisite: 5th level. take to craft that item in the first place.
Benefit: The character can create any magic weapon,
armour or shield whose prerequisites he meets. Enhancing
a weapon, suit of armour or shield takes one day for each 5 Craft Personal Weapons (Item
points in its Purchase DC. To enhance a weapon, suit of Creation)
armour, or shield, the character must spend a number of You can build tools of destruction.
experience points equal to the Purchase DC of its magical Prerequisite: Craft (mechanical) 8 ranks.
features multiplied by 5 and by the character level. The Benefit: The character can build weapons for creatures
raw materials used have a Purchase DC equal to that of of any size and with any features that he can afford.
the item, minus 3. Construction time is one week per 5 points or part thereof
in the DC of each Craft check the character must make
Magic armour adds its enhancement bonus to its armour to build the weapon. The base purchase DC of a weapon
bonus to DR and reduces all check penalties of the base is its final construction point cost divided by 2 1/2. The
armour by 1. Magic weapons add their enhancement raw materials used have a Purchase DC equal to that of
bonus to attack and damage roll. The creator has the the item, minus 3.

Magic Armour and Weapon Cost


Minimum Occultist Armour Purchase DC Weapons Purchase
Enhancement Bonus Level Modifier (Effect Cost) DC Modifier
+1 3rd +8 +10
+2 6th +12 +15
+3 9th +16 +20
+4 12th +20 +25
+5 15th +24 +30

120
141.157.188.166
Craft Vehicle and Artillery The character can also mend a broken wondrous item
if it is one that he could make. Doing so costs half the
Weapons (Item Creation) experience points, deducts an additional –3 from the raw
You can build tools of mass destruction. materials and takes half the time it would take to craft that
Prerequisite: Craft (mechanical) 8 ranks, Craft item in the first place.
(structural) 5 ranks.
Benefit: The character can build weapons for artillery
use and for vehicles of any size. These weapons can have
Forge Ring (Item Creation)
You can enchant rings with magical power.
any features that he can afford. Construction time is one
Prerequisite: Character level 12th.
week per 5 points or part thereof in the DC of each Craft

FEATS & TRAITS


Benefit: The character can create any ring whose
check the character must make to build the weapon. The
prerequisites he meets. Enchanting a wondrous item
base purchase DC of a weapon is its final construction
takes one day for each 5 points in its Purchase DC. The
point cost divided by 2 1/2. The raw materials used have
base Purchase DC of a ring is 3 plus its effect cost plus
a Purchase DC equal to that of the item, minus 3.
half the character level. To enchant a ring, the character
must spend a number of experience points equal to the
Craft Wondrous Item (Item purchase DC of its magical features multiplied by 5 and
Creation) by the character level. The raw materials used have a
You can enchant any sort of item with a great variety of Purchase DC equal to that of the item, minus 3.
effects
Prerequisite: 3rd level. The character can also mend a broken ring if it is one that
Benefit: The character can create any wondrous item he could make. Doing so costs half the experience points,
whose prerequisites he meets. Enchanting a wondrous deducts an additional –3 from the raw materials and takes
item takes one day for each 5 points in its Purchase DC. half the time it would take to craft that item in the first
The base Purchase DC of a wondrous item is its effect cost place.
plus half the character level plus an activation modifier.
This is +0 if the item is single-use, +2 if it is activated by Scribe Scroll (Item Creation)
command word and +3 if it is use-activated. To enchant You can inscribe scrolls with magic ritual effects.
a wondrous item, the character must spend a number of Prerequisite: 1st level.
experience points equal to the purchase DC of its magical Benefit: The character can create a scroll of any effect that
features multiplied by 5 and by the character level. The he can create a ritual for. Scribing a scroll takes one day
raw materials used have a Purchase DC equal to that of for each 5 points in its Purchase DC. The base purchase
the item, minus 3. DC of a scroll is its effect cost plus half the character level.

The weapons on the guardian juggernaut were massive. The tunnel roared as thousands of metal fragments tore
through the air in stuttering arcs. Jerrek managed to push Heshia down and fall past her out of their line of fire but
Thurdin was not so fortunate.

Two lead-grey streaks slammed into him, one in the arm and another in his upper chest. Only thick plate armour
saved him from having his chest burst through his spine. The other shot tore clean through his shoulder and
dropped him to the ground in a spray of blood.

Heshia and Jerrek returned fire almost immediately, both moving as fast as they could to attack the hulking metal
brute. Jerrek’s rune rifle shot reflected harmlessly off its armoured carapace but Heshia’s shots found chinks in its
arm gearing, locking up the right arm with a pair of well-placed blasts. The juggernaut staggered backwards from the
impact but it did not fall. Its one good arm unfolded along its end, revealing a spinning, saw-toothed blade stained
with the dull red-brown of old blood. It surged forwards, promising a painful, ripping demise as soon as it reached
the two prone warriors.

Just as it raised its arm to end their lives, the entire centre of the construct burst into flames and shrapnel. A cannon
ball tore through its chest and exploded out its back, sending its limbs in all directions as it crashed smouldering to
the hard stone below. Jerrek blinked at the huge thing’s blazing demise, then looked back to see Thurdin leaning
heavily against his pushcart. On the cart, an iron barrel guttered smoke from its torn, ragged end.

‘One… shot… bombard,’ the dwarf gasped through gritted teeth. ‘Knew… it would…. come in…. handy…
someday.’

121
141.157.188.166
To scribe a scroll, the character must spend a number of Race: Vampire.
experience points equal to the purchase DC of its magical Traits: The Alternate Form tree has the following traits:
features multiplied by 5 and by the character level. The
raw materials used have a Purchase DC equal to that of  Mist Form: Once per day and with a Fortitude
the item, minus 3. saving throw (DC 15), the character can make
himself and all his gear become insubstantial, misty
Traits and translucent. His material armour (including
natural armour) becomes worthless, though his size,
There are special characteristics tied to a character’s very Dexterity, deflection bonuses and armour bonuses
nature, which not all characters may develop, and even from force effects still apply. The character gains
FEATS & TRAITS

then, some are only available to characters at birth. Traits damage reduction 10/magic and becomes immune
are special talents that resemble feats in the way in which to poison and critical hits. He cannot attack or
they give characters special abilities. They differ from activate conduits while in gaseous form. The subject
feats in their source, however. also loses supernatural abilities while in mist form.
A misty character cannot run, but he can fly at a
Traits are gained in two different ways in OGL Steampunk speed of 10 feet with perfect manoeuvrability. He
games. They can be gained with the background points can pass through small holes or narrow openings,
characters gain during the creation process if they have even mere cracks, with all he was wearing or holding
any left after purchasing their race, or they can be chosen in his hands, so long as he maintains his form.
when they gain a vocation talent or trait with a new level, The character is subject to the effects of wind and
when they can instead opt to attain a trait rather than a cannot enter water or other liquid. He also cannot
vocation talent. Some traits are only available at 1st level. manipulate objects or activate items, even those
These are those traits characters are born with and may carried along with his mist form. Continuously
never develop. Once gained, the method of acquisition is active items remain active, though in some cases their
irrelevant. A character either has a trait or he does not. effects may be moot. The character can maintain his
mist form for one minute per Charisma score, after
Non-human characters are advised to focus on the traits which he returns to normal.
available to their race; characters gain a very limited Prerequisite: None.
number of chances to acquire traits and they start with
fewer background points than humans. Ghost characters  Swarm: Instead of a single creature, the character
that become ghosts after 1st level may choose to exchange can become a swarm of small creatures, either bats
one trait they currently possess for a ghost trait that would or rats; he may choose which when he activates
normally only be gained at 1st level. the power. While in this form, the character’s
body is actually scattered into dozens of creatures.
Trait Descriptions He keeps his hit points at their current total but
Like vocations, traits are classified in trees that group becomes extremely hard to hit, gaining a +4 bonus
several traits with a common theme and often offer a to Defence and to attack. Strikes with slashing and
linear progression where a character must have a trait piercing weapons deal only half damage. Hit points
before acquiring the rest in the tree. Here is the format lost represent some of the little animals being struck
for every trait description found in this book. Traits are down. The character covers an area 10 feet per side
purposefully left as vague as possible while still providing and may engulf other characters, dealing 1d6 points
all of the rules support needed to run them in a campaign. of damage to all targets he successfully strikes; he can
This way, the same trait taken by two different characters make one attack roll per target inside the swarm area.
can simulate different approaches to the same basic A swarm of bats can fly at a speed of 40 feet, while a
characteristic. swarm of rats can scurry at a speed of 20 feet. Rats
can swim but bats cannot. The character can become
Tree Name: The name of the trait tree. a swarm of creatures once per day by succeeding at
a Fortitude saving throw (DC 15), and he can
Race: The race a character must belong to in order to maintain this form for a number of rounds equal to
choose a trait from the tree. his Charisma score.
Prerequisite: Wild shape, 8th level.
Traits: A listing of all the traits belonging to the tree.
 Wall-Crawling: The character is capable of walking
Name: The trait’s name, its effect and any prerequisite a on walls and ceilings as a spider does. He must have
character must meet in order to gain the trait. his hands free to climb in this manner. The subject
gains a climb speed of 20 feet; furthermore, he need
Alternate Form Tree not make Climb checks to traverse a vertical or
One of the most versatile vampire abilities is the power to horizontal surface, even when upside-down. The
change shape. character retains his Dexterity bonus to Defence

122
141.157.188.166
Value (if any) while climbing and opponents get
no special bonus to their attacks against him. He
Animal Senses Tree
Hybrids can explore their animal half by gaining special
cannot, however, use the run action while climbing.
sensory perception.
Prerequisite: 3rd level.
Race: Hybrid.
Traits: The Animal Senses tree has the following traits.
 Wild Shape: A vampire chooses one of the following
animal shapes: bat, dire bat, rat, dire rat, wolf, or dire
 Darkvision: The character gains the ability to see in
wolf. Once per day, he can assume the shape of
the dark, as per the darkvision special ability.
that animal as a standard action by succeeding at a
Prerequisite: None.

FEATS & TRAITS


Fortitude saving throw at DC 15. While in his wild
shape, the vampire loses his natural attacks and any
 Hawk’s Eyes: The character’s eyes are better than
trait from the Dominion tree but gains the natural
a human’s, capable of seeing things at double the
weapons and extraordinary special attacks of his new
distance. Prerequisite: Darkvision.
form. The vampire can maintain this other form
for a total of one hour per point of his Charisma
 Scent: The character’s animal nose now acquires the
modifier, to a minimum of 1 hour. If sunlight
ability to perceive subtle odours. The character gains
touches the character, he remains in that form until
the scent ability.
nightfall. The character can return to his normal
Prerequisite: None.
form at will. He can choose this trait multiple times;
each time, he selects another animal shape and can
 Keen Hearing: The character’s ears work much
use this ability one additional time per day.
more efficiently, treating a roll result of a natural 19
Prerequisite: 5th level.
or 20 on Listen checks as automatic successes.

Amazing Health Tree Dominion Tree


The character is particularly resilient thanks to the
The vampire can bend the will of others. Before he can
following traits. Humans, hybrids, elves and dwarves
gain any trait from the Dominion tree, the character must
simply are healthier than the average member of their
have the Animal Magnetism trait from the Supernatural
species; constructs install better systems in their bodies
Gift tree.
and undead cling more firmly to their unnatural existence.
Race: Vampire.
Some races, particularly constructs and undead, are unable
Traits: The Dominion tree has the following traits.
to select certain traits.
Race: Any.
 Children of the Night: Vampires command the
Traits: The Amazing Health tree has the following traits.
lesser creatures of the world and once per day can call
forth 1d6+1 rat swarms, 1d4+1 bat swarms or a pack
 Resilient Organism: The character is particularly
of 3d6 wolves as a standard action. These creatures
resistant to ability damage taken from poison
arrive in 2d6 rounds and serve the vampire for up to
and disease; he ignores 1 point of ability damage
1 hour.
whenever he is afflicted with a poisonous substance
Prerequisite: Animal Magnetism, Wild Shape.
or a disease, both for their primary and secondary
damage. In effect, this trait behaves like damage
 Command: Once per day, the character can give a
reduction against poison and disease. Undead and
single command to a target, which it obeys to the
construct characters may not select this trait.
best of its ability at its earliest opportunity if it fails
a Will saving throw (DC 10 + half character’s level +
 Second Wind: The character can spend 1 action
Cha modifier). The character may select from the
point to gain a second wind. When he does this,
following options.
he recovers a number of hit points equal to his
Constitution modifier. This trait does not increase
 Approach: On its turn, the subject moves toward
the character’s hit points beyond his full normal
the character as quickly and directly as possible for
total.
1 round. The creature may do nothing but move
during its turn.
 Stamina: The character recovers twice as fast as
 Drop: On its turn, the subject drops whatever it is
normal. He recovers 2 hit points per character level
holding. It cannot pick up any dropped item until
per evening of rest, 2 points of temporary ability
its next turn.
damage per evening of rest and awakens in half the
 Fall: On its turn, the subject falls to the ground and
normal time after being knocked unconscious.
remains prone for 1 round. It may act normally
Prerequisite: Resilient Organism.
while prone but takes any appropriate penalties.
 Flee: On its turn, the subject moves away from the
character as quickly as possible for 1 round. It may
do nothing but move during its turn.
123
141.157.188.166
 Halt: The subject stands in place for 1 round. It may
not take any actions but is not considered helpless.
Dwarven Heritage Tree
Dwarves are hardy and industrious. Their racial traits
reflect this.
If the subject cannot carry out the command on its next
Race: Dwarf.
turn, the effect automatically fails.
Traits: The Dwarven Heritage tree has the following
Prerequisite: Animal Magnetism, Suggestion.
traits.
 Psychic Link: By spending an action point during
 Immovable: A dwarf gains a +4 bonus on checks
feeding from a creature with Intelligence 6 or higher,
made to resist being bull rushed, tripped or grappled
the character can forge a link between himself and
FEATS & TRAITS

when standing on the ground, though not when


the victim. See the vampire race description for
climbing, flying, riding, or otherwise not standing
details of feeding. The character has a psychic link
firmly on the ground.
with the victim out to a distance of up to 1 mile. The
Prerequisite: Con 11.
character cannot see through the target’s eyes but he
can communicate empathically without the victim
 Magic Resistance: The dwarf ’s earthy nature allows
realising it. The character makes a Charisma check
him to resist magic, in much the same way that he
(DC 10 + victim’s Wis modifier) each time it wants
resists damage. The character gains magic resistance
to communicate with one of his linked victims.
equal to 10 plus his Constitution ability score
Success means that the character gets to ask the
modifier.
victim three questions that can be answered ‘yes’ or
Prerequisite: None.
‘no’ without the victim noticing the contact. Failure
means that the character only asks one question but
 Stonecunning: This trait grants a dwarf a +2
the victim realises there is someone in his mind.
racial bonus on Search checks to notice unusual
Since the link is psychic in nature, the character
stonework, such as sliding walls, stonework traps,
has the same connection to an item or place that his
new construction (even when built to match the
victim does for the purposes of other psychic powers
old), unsafe stone surfaces, shaky stone ceilings and
and divination magic and this works both ways. A
the like. Something that is not stone but that is
character can have a link with as many people as his
disguised as stone also counts as unusual stonework.
Charisma modifier (minimum 1) and may break the
A dwarf who merely comes within 10 feet of unusual
link with a Will saving throw at DC 15, with failure
stonework can make a Search check as if he were
meaning that the link continues and the character
actively searching. A dwarf can use the Search skill
may not try to sever it again for one week.
to find stonework traps as a scoundrel can. A dwarf
Prerequisite: Charisma 15, Animal Magnetism,
can also intuit depth, sensing his approximate depth
Suggestion.
underground as naturally as a human can sense
which way is up.
 Suggestion: Once the character has fascinated a
Prerequisite: None.
target with his Animal Magnetism, he can influence
their actions by suggesting a course of activity,
 Soul of Stone: The character’s flesh is like stone, as
limited to a sentence or two. The target is entitled
are his internal organs. The character ignores 1 point
to a Will save to resist (DC 10 + half the character’s
of ability damage from poison and all gasses and may
level + Cha modifier) but if he loses, he will remain
hold his breath for double the usual amount of time.
under the suggestion’s effect for one hour per the
The ability to ignore poison damage stacks with that
vampire’s character level. The suggestion must be
of the Resilient Organism trait from the Amazing
worded in such a manner as to make the activity
Health tree.
sound reasonable. Asking the creature to do some
Prerequisite: Con 15.
obviously harmful act automatically negates the
effect. The suggested course of activity can continue
for the entire duration; if the suggested activity can Elvish Heritage Tree
be completed in a shorter time, the effect ends when Elves are creatures of grace and their racial traits reflect
the subject finishes what it was asked to do. The this.
character can instead specify conditions that will Race: Elf.
trigger a special activity while the effect is in place. If Traits: The Elvish Heritage tree has the following traits.
the condition is not met before the duration expires,
the activity is not performed. A very reasonable  Changeling: Elves still practice the custom of
suggestion causes the saving throw to be made at a exchanging human children for their own, although
penalty, such as –1 or –2. they are beginning to do so in a more civilised
Prerequisite: Animal Magnetism. manner with the parent’s permission, in a kind
of cultural exchange. The resulting elf differs so
radically from his parents that he is hardly considered

124
141.157.188.166
an elf anymore. Instead of its normal racial features,  Grace: Elves are purportedly immortal, their bodies
a changeling uses the following: protected by the grace of their magical realm. An elf
with this trait is immune to disease.
 Medium: As Medium-size creatures, Prerequisite: None.
changelings have no special bonuses or penalties
due to their size.  Light-footed I: Elves are children of wind and
 Changeling base land speed is 30 feet. forest and they tread on the ground only as a
 Immunity to sleep spells and similar magical compromise. When considering an elf ’s weight
effects and a +2 racial bonus on saving throws for traps and resistance of materials, the character’s

FEATS & TRAITS


against enchantment spells or effects. weight is considered to be half of what it actually is.
 Low-Light Vision: A changeling can In addition, he gains a +2 racial bonus to Balance
see twice as far as a human in starlight, checks.
moonlight, torchlight and similar conditions Prerequisite: Dexterity 13.
of poor illumination. They retain the ability
to distinguish colour and detail under these  Light-footed II: The character can step so lightly
conditions. that he seems to fly. An elf is considered a Large
 +1 racial bonus on Listen, Search and Spot creature when calculating the maximum distance he
checks. can jump with the Jump skill, and he can move at his
 +2 racial bonus on Diplomacy and Gather normal speed while climbing.
Information checks. Prerequisite: Dexterity 17, Light-footed I.
 Elvish Blood: For all effects related to race, a
changeling is considered an elf. Feral Instinct Tree
 Automatic Languages: Common and Elvish. The character has an active and aware animal soul.
Bonus Languages: Any, other than secret or Race: Hybrid, and characters with the Raised by Beasts
technical languages, such as Thieves’ Cant, trait in the Personal Backgrounds tree.
telegraph code and Clockish. Traits: The Feral Instinct tree has the following traits.
 Favoured Class: Any. When determining
whether a multiclass changeling takes an  Feral Vitality: The character moves and reacts like
experience point penalty, his highest-level class an animal in the wild. The character treats all natural
does not count. 20 rolls on Strength-based checks as automatic
Prerequisite: Can only be chosen at 1st level. successes.
Prerequisite: None.

 Raging Beast: The character can fly into a rage a


certain number of times per day equal to one quarter
of the character’s level, rounded down. In a rage, a
character temporarily gains a +4 bonus to Strength,
a +4 bonus to Constitution and a +2 morale bonus
on Will saving throws but he takes a –2 penalty to
Defence. The increase in Constitution increases the
character’s hit points by 2 points per level but these
hit points go away at the end of the rage when his
Constitution score drops back to normal. These
extra hit points are not lost first the way temporary
hit points are.

While raging, a character cannot use any Charisma-,


Dexterity- or Intelligence-based skills (except for
Balance, Escape Artist, Intimidate and Ride), the
Concentration skill or any abilities that require
patience or concentration, nor can he activate
conduits or occult items that require a command
word or completion (such as a scroll) to function.
He can use any feat he has except Combat Expertise,
item creation feats and metamagic feats. A fit of
rage lasts for a number of rounds equal to 3 + the
character’s (newly improved) Constitution modifier.
A character may prematurely end his rage. At the
end of the rage, the character loses the rage modifiers
125
141.157.188.166
There was no choice; they had to rest. It was obviously not safe here but Jerrek doubted the opposition would have
another juggernaut handy. Besides, the massive steel husk of this one was now blocking the passage it had come in
through. Even if the orcs did have a second one, they would not have any way to deploy it against Jerrek’s team.
That gave them an advantage in time, if only a small one.

He barked orders as fast as he could. Everyone moved to fulfil them with remarkable speed for their tattered
condition. It was good to see the team coming together like this but he did not have a free moment to appreciate it
any more than that.
FEATS & TRAITS

‘Heshia, see to Thurdin’s wounds. Gearbolt, see if you can salvage anything from the juggernaut. Strip out any
weapons or explosives you find. I’ll keep watch here while you scout up ahead, Gail. Stay in sight, but keep those
great eyes of yours sharp. Nothing gets past you, understood?’

and restrictions and becomes fatigued (–2 penalty  Wild Empathy: The character can improve the
to Strength, –2 penalty to Dexterity, cannot charge attitude of an animal. This ability functions just like
or run) for the duration of the current encounter. a Diplomacy check made to improve the attitude
A character can fly into a rage only once per of a person. The character rolls 1d20 and adds his
encounter. character level and Charisma modifier to determine
Prerequisite: Feral Vitality. the wild empathy check result. The typical domestic
animal has a starting attitude of indifferent, while
 Uncanny Alertness: The character reacts by wild animals are usually unfriendly. To use this trait,
instinct to incoming threats. The character retains the character and the animal must be able to study
his Dexterity bonus to Defence (if any) even if he is each other, which means that they must be within
caught flat-footed or struck by an invisible attacker. 30 feet of one another under normal conditions.
However, he still loses his Dexterity bonus to Defence Generally, influencing an animal in this way takes 1
if immobilised. minute but, as with influencing people, it might take
Prerequisite: Feral Vitality. more or less time.
Prerequisite: Feral Voice, Feral Tongue.
Feral Soul Tree
The character is in touch with his animal side, standing Fortune Tree
firmly between the human and animal realms. Humans seem to be in the good graces of Lady Luck and
Race: Hybrid, and characters with the Raised by Beasts life smiles on them at every turn.
trait in the Personal Backgrounds tree. Race: Humans.
Traits: The Feral Instinct tree has the following traits. Traits: The Fortune tree has the following traits.

 Feral Tongue: The character can understand the  Heirloom: The character gains a particular piece of
language of a single species of animals. He can ask equipment that has been passed through generations
questions of and receive answers from animals of in his family. The character can choose a piece of
his same species if a hybrid, or of any one species equipment with a Purchase DC no higher than 15 +
that the character chooses upon gaining this feat if his Charisma modifier. The object is a mastercrafted
not a hybrid. This trait does not make the animals item.
any more friendly or co-operative than normal. Prerequisite: Inherited Fortune.
Furthermore, wary and cunning animals are likely to
be terse and evasive, while the more stupid ones make  Inherited Fortune: The character can fall back
inane comments. If an animal is friendly towards the on his family fortune for many of his expenses. In
character, it may do some favour or service for him. addition to a +2 increase to his Wealth bonus, the
A character can select this trait more than once, each character can spend an action point to avoid losing
time it applies to a new animal species. up to 2 points from his Wealth bonus when buying
Prerequisite: Feral Voice. items with a Purchase DC of 15 or higher.
Prerequisite: Can only be chosen at 1st level.
 Feral Voice: The character can imitate flawlessly the
voice of animals in the wild, from gentle chirps to  Inherited Treasure: The character gains 2 treasure
deafening roars; he makes a Survival check with a +4 points (see pg. 134).
bonus opposed by listeners’ Listen check. Prerequisite: Inherited Fortune.
Prerequisite: None.

126
141.157.188.166
Framework Tree an action point in addition to the Will saving throw,
the character becomes ethereal.
The cog is not shaped in the standard humanoid form.
Prerequisite: Partial Incorporeality, Full Incorporeality,
Race: Construct.
Etheric Equipment, 12th level.
Traits: The Framework tree has the following traits.
 Etheric Equipment: One of the main drawbacks of
 Small Size: The character is of small size, gaining
being a ghost is that no one makes items that a ghost
a +1 to Defence and attack rolls, and also gaining
can manipulate easily. With this trait, a ghost can
a +2 to Dexterity, but a –2 to Strength. As a small
procure his own equipment. He touches a piece of
creature, the character has a base speed of 20 feet and

FEATS & TRAITS


equipment and spends a variable number of action
a +4 bonus to Hide checks.
points depending on the equipment treated. This
Prerequisite: Can only be chosen at 1st level.
process makes a copy of it made of solid ectoplasm,
which he can now manipulate as a living being would
 Large Size: The character is of large size, gaining a
manipulate any other object. The original object is
–1 to Defence and attack rolls, and also gaining a +2
not damaged or otherwise affected.
to Strength, but a –2 to Dexterity. The character also
Prerequisite: Partial Incorporeality.
gains a +1 to its damage reduction.
Prerequisite: Can only be chosen at 1st level.
Equipment Action points
 Quadruped Construction: The character is shaped Light and one-handed weapon 1
like a four-legged animal. Its speed becomes 20 feet Two-handed weapon 1
faster than its normal speed and it gains a +4 stability Light armour 1
bonus against trip, bull rush and overrun attempts, Medium armour 2
though it loses the ability to manipulate objects Heavy armour 3
unless it has the Extra Arm Special Feature as noted
Other equipment Purchase DC
in the Upgrade tree. The shape can resemble any
divided by 5
four-legged animal but the character gains none of
(round up)
the abilities of the animal in question, which may be
equipped as upgrades later.  Full Incorporeality: The character’s ability to
Prerequisite: Can only be chosen at 1st level. become incorporeal increases. His incorporeal state
is now complete and has all the characteristics of
Ghost Corporeality Tree the incorporeal state. He can become incorporeal
A revenant ghost is unlike other ghosts in that it fully a number of times per day equal to a third of his
exists in the Material Plane, although with an ectoplasmic character level rounded down and he can maintain
body instead of an organic one. With time, he can learn to his incorporeal state for a number of minutes equal
assume the true ghost’s powers of ethereal manifestation. to twice his Charisma score.
Race: Ghost. Prerequisite: Partial Incorporeality, 8th level.
Traits: The Ghost Corporeality tree has the following
traits.  Partial Incorporeality: The character gains
the ability to become partially incorporeal for
 Ectenic Force: The character can impress his will brief periods. To become incorporeal, a ghost
upon the Ethereal Plane and translate it into the character makes a Will saving throw at DC 15. His
Material, granting him the ability to move objects incorporeality is not perfect, however; he receives
with his mind. The character gains the Ectenic half damage from energy attacks and corporeal
Force derived power of the Psychokinesis psychic attacks have only a 20% chance of not affecting
ability but makes a level check adding his Charisma him; also, when he passes through solid objects or
modifier instead of a Psychic Control check. If the moves as if flying, he is slowed down to half his
ghost becomes a psychic and gains the Ectenic Force speed. He can maintain his incorporeal state for a
power, he gains a +4 to Psychic Control checks to use number of minutes equal to his Charisma score, after
it. which he must make another Will saving throw or
Prerequisite: Cha 12, Partial Incorporeality, Etheric become corporeal. An incorporeal ghost can become
Equipment, 5th level. corporeal at will. If he becomes corporeal inside a
solid object, he is shunted towards the nearest open
 Etheric Body: The character cannot only become space and suffers 1d6 points of damage per 10 feet
incorporeal, but he can now turn his body into so travelled. He can become incorporeal a number
subtle etheric matter from his normal gross of times per day equal to one quarter of his character
ectoplasmic form. The process is the same as the level, rounded down.
Full Incorporeality trait but with the expenditure of Prerequisite: None.

127
141.157.188.166
Ghostly Terror Tree fight with claws as if fighting with two weapons, with the
claws being considered light weapons. Only the tail slap
Regardless of their disposition, revenant ghosts are still
provides a character with an extra attack.
undead and they can learn to channel the dread of death
Race: Vampire, Hybrid.
into all who see them.
Traits: The Natural Weaponry tree has the following
Race: Ghost.
traits.
Traits: The Ghostly Terror tree has the following traits.
 Claws: The character has claws on both hands. The
 Death’s Mien: The character exudes the dark
claws deal 1d6 points of damage.
energies of the dead. When he uses this trait, all
Prerequisite: None.
FEATS & TRAITS

opponents within 10 feet who have fewer levels he


does must make a Will saving throw with a DC of 10
 Fangs: The character gains a bite attack, which deals
+ half the character’s level + his Charisma modifier.
1d4 points of damage.
An opponent who fails his saving throw is shaken,
Prerequisite: None.
taking a –2 penalty on attack rolls, saving throws and
skill checks for a number of rounds equal to 1d6 +
 Horns: The character gains a gore attack that deals
the character’s Charisma modifier. The character
1d4 points of damage, also dealing double damage
can use the feat once per round as a free action. A
during a charge. Consequently, the gore attack also
successful saving throw indicates that the opponent
deals triple damage if a charge results in a critical hit.
is immune to the character’s use of this feat for 24
Only hybrids can choose this trait.
hours. This feat does not affect creatures with an
Prerequisite: None.
Intelligence of 3 or lower. If the character has the
Renown feat, the Will saving throw’s DC increases
 Tail Slap: The character gains an extra attack action
by 5.
with an unusually strong tail. The character can use
Prerequisite: Cha 13.
the tail as a normal weapon at the appropriate base
attack bonus, or he can use it as an extra attack at his
 Death’s Aspect: A ghost usually looks like an
highest base attack bonus, although all his attacks in
idealised form of its former, living self. With this
the round suffer a –2 penalty if he does so. He gains
trait, he assumes a form more resembling that which
a +2 bonus to ability checks to make trip attacks with
his mortal remains actually have. The ghost spends
the tail. Only hybrids can choose this trait.
an action point to look like a decayed, skeletal
Prerequisite: None.
embodiment of death. Any living creature within 60
feet that views his death-like form must succeed on
 Melee Smash: The character receives a +1 bonus on
a Fortitude saving throw with a DC of 10 + half the
melee damage.
character’s level + his Charisma modifier or become
Prerequisite: None.
paralysed with fear for as long as the ghost maintains
the appearance and for 2d4 rounds afterwards.
 Improved Melee Smash: The character receives an
Creatures that fail their saving throw by 10 points
additional +1 bonus on melee damage, for a total of
or more become unconscious for 1d4 x 10 minutes.
+2.
Maintaining the death mask is a standard action; the
Prerequisite: Melee Smash.
host can do this for 3 rounds, plus 1 round per point
of positive Charisma modifier.
 Advanced Melee Smash: The character receives an
Prerequisite: Cha 17, Death’s Mien.
additional +1 bonus on melee damage, for a total of
+3.
 Frightful Moan: A ghost can emit a frightful
Prerequisites: Melee Smash, Improved Melee Smash.
moan as a standard action once per day per point
of Charisma modifier, with a minimum of one use.
All living creatures within a 30-foot spread must Personal Background Tree
succeed on a Will saving throw with a DC of 10 A character with a personal background is usually born
+ half the character’s level + his Charisma modifier with it, as it colours the way he interacts with others and
or become frightened for 2d4 rounds. A creature with the world at large.
that successfully saves against the moan cannot be Race: Special (see text).
affected by the same ghost’s moan for 24 hours. Traits: The Personal Background tree has the following
Prerequisite: Cha 15, Death’s Mien. traits.


Natural Weaponry Tree Legendary Beauty: The character attracts attention
wherever he goes, standing out by virtue of his
The character possesses a natural arsenal at his fingertips.
stunning good looks. The character gains a +2 bonus
With most natural weaponry, a character is limited to his
to Reputation and treats a natural 20 roll on any
normal number of attacks per round, although he can
Charisma-based check as an automatic success when
128
141.157.188.166
interacting with characters attracted to his gender.  Additional Training: The character receives 4 skill
Prerequisite: Elf, human, vampire; can only be chosen at points to buy skill ranks or speciality ranks. He can
1st level. only buy ranks in a skill in which he at least has 1
skill rank. A character can take this trait more than
 Enigmatic: The character’s past is shrouded in once; each time, he receives 4 extra skill points.
mystery and no one is really sure where he comes Prerequisite: Cultural Legacy.
from. Other characters can learn nothing about him
with Gather Information checks. He is allowed a  Cultural Legacy: The character practices a
Will saving throw with a +4 bonus against any use culturally important skill with increased proficiency.

FEATS & TRAITS


of psychic powers and divination magic to find out The Games Master determines which skills are
about his past and present whereabouts. important for the character’s culture; the Meridean
Prerequisite: Elf, vampire, ghost, human; can only be Empire values Diplomacy, Gather Information and
chosen at 1st level. Craft. The character gains a +3 bonus to one of these
skills. This bonus stacks with that of the Skill Focus
 Raised by Beasts: The character was raised in the feat and with those gained from Personal Quality
wild by animals. This curious upbringing grants him feats.
a few select benefits and drawbacks. He gains a +2 Prerequisite: Can only be chosen at 1st level.
bonus to Survival checks, gains the Track feat for free
and may follow a trail while moving at full speed.  Prodigious Gift: The character has a natural
The character is, however, illiterate and cannot read aptitude for certain tasks, even if he has not yet fully
or write any language he knows. He must spend an tapped this potential. Choose two skills. When
additional skill point in order to know how to read making checks with those skills, treat a result of 20
and write any language he knows. He also gains as an automatic success, or as a +10 bonus to the
a –2 penalty to Diplomacy checks. Undead and roll (effectively a roll of 30) when making opposed
constructs may not gain this trait. If the character checks.
is not a hybrid, he can gain traits from the Feral Prerequisite: Can only be chosen at 1st level.
Instinct and Feral Soul trees.
Prerequisite: Any race except cog or undead; can only be  Skill Mimic: The character can improvise the
chosen at 1st level. use of skills he knows nothing of. The character
selects three ‘trained only’ skills. He can use those
 Spokesperson: The character has a natural gift skills untrained as if he had 1 rank in them. If he
for putting his ideas forward. With a successful gains actual ranks in any of those skills, there is no
character level check (1d20 + character level, DC additional benefit.
15) the character can make himself be understood Prerequisite: Prodigious Gift.
to other characters who do not speak his language,
although all social skill checks like Diplomacy, Bluff  Superior Intuition: The character has incredible
and Sense Motive suffer a –2 penalty due to the powers of observation and deduction. The character
language barrier. The character ignores the penalties adds his character level to Investigate checks.
for using language-dependent effects. Prerequisite: Prodigious Gift.
Prerequisite: Elf, vampire, ghost; can only be chosen at
1st level. Spark of Genius Tree
The character’s mind is wired in just the right way for
 Monstrous: The character is hideous to behold. He the present epoch and may become a tool for scientific
gains a +2 bonus to Reputation and treats a natural 20 pursuits.
roll on any Intimidate check as an automatic success, Race: Human, Gnome, or Cog.
or gains a +10 bonus on Intimidate opposed checks. Traits: The Spark of Genius tree has the following traits.
If he beats any DC or opposed roll by 5 or more
points, the target of his intimidation must make a  Eidetic Memory: The character can remember
Will saving throw (DC 10 + half the character’s level everything on which he focuses his attention. The
+ Cha modifier) or become shaken. character adds his character level to all Intelligence-
Prerequisite: Any race; can only be chosen at 1st level. based checks related to remembering things,
including Knowledge, Research and Investigate
Prodigy Tree checks.
The character has an incredible talent for any task he sets Prerequisite: Can only be chosen at 1st level.
out to learn.
Race: Cog or human.  Machine Empathy: The character knows intuitively
Traits: The Prodigy tree has the following traits. how machines work. This feat works like the Use

129
141.157.188.166
Amazing Device feat but also treats a natural 20 any action point he spends, as if he had never spent
roll on any check or roll to operate a machine as an it. Unfortunately, so does the nemesis. In exchange
automatic success. for taking this demanding trait, a character gains a
Prerequisite: Can only be chosen at 1st level. Personal Quality feat of his choice.
Prerequisite: None.
 Mechanical Genius: The character is right at home
with machines and technology. The character can  Organisation Ties: The character is a valued
make Craft and Repair checks in half the normal member of an organisation. This trait works like
time. Family Ties, except that the character can call upon
Prerequisite: Int 15, Machine Empathy. the help of an organisation of moderate power. The
FEATS & TRAITS

character can ask for greater favours once per week


Social Ties Tree with a level check (all DCs should be considered 5
The character is a full member of his society and has points lower) but the organisation will sometimes
developed the network of connections to show it. require him to perform a task, at the discretion of the
Race: Any but Cog. Games Master.
Traits: The Social Ties tree has the following traits. Prerequisite: Can only be chosen at 1st level.

 Ally: The character has a true and trusted friend.  Significant Other: The character has a person
The ally is a heroic character created and controlled with whom he shares his life, whether it is a spouse,
by the Games Master at three levels lower than the a fiancée or a suitor. The significant other is an
character and advancing at the same pace as the ordinary character who remains under the Games
character. The ally accompanies a character in some Master’s control but who has a knack for attracting
adventures at the Games Master’s discretion, counts trouble, calamity, nasty gossip and the malevolent
towards calculating a party’s average level and receives attention of the character’s enemies. Whenever the
his own share of the experience awards. significant other is in danger, a character has a +2
Prerequisite: 4th level. morale bonus to all actions destined to protect him
or her.
 Contacts: The character develops a network of Prerequisite: None.
informants, fences and similar usefully placed persons
to whom he can turn. Whenever the character fails a Supernatural Gift Tree
Wealth check or a Gather Information check, he can Many scholars predict a waning of magical activity as
make a level check at the same DC to tap his contact the field of science progresses, explaining away various
network for the information or goods he is looking hitherto mysterious phenomena in its wake, such as the
for. If the DC is 20 or higher for either check, the rare gifts with which many people are born.
character loses one point of Wealth as he bribes and Race: Dwarf, elf, gnome, human, hybrid.
pays for the information he is seeking. Traits: The Supernatural Gift tree has the following
Prerequisite: None. traits.

 Family Ties: The character is a valued member of  Animal Magnetism: The character has a
his family and he can count on relatives to give him commanding presence. With a successful Charisma
a hand. Once per month, a character can make a ability score check opposed by a target’s Will saving
character level check to ask a favour of a relative, throw, the character can fascinate the target for as
usually the lending of money, a piece of equipment long as he keeps talking to him. See the conditions
or safe passage. The Games Master sets the DC on pg. 130.
according to the favour, from 10, which would Prerequisite: Cha 13, can only be chosen at 1st level.
represent a simple favour, like lending a pistol for one
day, to 25, which would represent a difficult favour,  Magical Potency: The character’s blood burns with
such as smuggling criminal friends across a heavily the power of magic. The character chooses one
guarded border. Failure can mean that no relative Ritual skill, which becomes a class skill for him; in
within reach can do the favour or that those available addition, the character’s maximum number of skill
refuse to do it, at the Games Master’s discretion. ranks for that Ritual skill increases by 2.
Prerequisite: Can only be chosen at 1st level. Prerequisite: No mental ability (Int, Wis and Cha) may be
lower than 11; can only be chosen at 1st level.
 Nemesis: The character has a personal enemy that
haunts his steps. The nemesis is a heroic character  Pact with Darkness: The character made an
created and controlled by the Games Master at the unwholesome pact with an evil entity. Once per
same level as the character himself, who advances at day, the character can make one of his action points
the same pace as the character. In the presence of his translate into d8 dice instead of d6. On a result of
nemesis, the character has a 50% chance of retaining 7 – 8, he may keep the point as if he had not spent
130
141.157.188.166
it. Each time he does this, the character gains a  Retractable Equipment: One of the cog’s arms can
pact point. The Games Master is free to use a pact house a piece of equipment such as a light weapon
point to turn any of the character’s subsequent rolls or a tool kit. This equipment may not weigh more
into an automatic failure, regardless of the result. A than five pounds. The character can retract this
character can free himself from the pact by refraining equipment, thus hiding it from view, although a
from using this ability for a year and a day. successful Spot check opposed by the character’s
Prerequisite: Can only be chosen at 1st level. Hide check will detect the concealed item.
Prerequisite: None.
 Psychic Latency: The character has incipient


FEATS & TRAITS


psychic potential that has not blossomed into full Self-Repair: The cog is equipped with internal
psychic power. The character gains one psychic mechanisms that repair any damage it suffers. The
power for free, regardless of prerequisites. This can character can now ‘heal’ naturally like characters of
only be a derived power, never a base power and other races; this process requires parts, however. To
the character still needs to comply with the normal acquire these parts, the cog or another character must
requirements to learn other psychic powers. Instead make a Wealth check with a Purchase DC equal to
of a Psychic Control check, the character makes a the damage to be healed in one day. The self-repair
character level check (1d20 + character level). system can store enough spare parts for two days
Prerequisite: Wis or Cha 15, can only be chosen at 1st worth of ‘healing’ and weighs 10 lb. This weight is
level. counted as equipment carried.
Prerequisite: None.
Upgrade Tree
Cogs have a certain freedom of form and function, and  Special Feature: The character can equip one of
can truly reinvent themselves as time passes. the special features described in the Power of Steam
Race: Cog. chapter as if it were an amazing machine. Acceptable
Traits: The Upgrade tree has the following traits. special features are as follows:

 Analytical Independence: The character’s analytical Accuracy, Armour Plating, Booster, Extra Arm,
engine brain has a certain degree of independence Extra Leg, Greater Damage, Jumping, Miscellaneous
from the character’s artificial body. If the cog is Limb, Natural Weaponry, Ranged Attack, Swerving
reduced to –10 hit points, another character can Hip, Voltaic Claws and Wall-Crawling.
install the brain into a new body. The analytical
brain keeps all the skills, feats, class levels, talents If the feature can be selected multiple times, a cog
and mental abilities (Int, Wis and Cha) of the cog, character may select it only once.
while a new body determines the character’s new Prerequisite: None.
Strength and Dexterity. The cog loses all traits
from the Upgrade tree and any other talents and  Telluric Power Recovery: The cog’s power source
traits dependent upon Strength or Dexterity. The is now equipped with a telluric adaptor that captures
Purchase DC of the new body is equal to the average energy from the general magical ambience around
of its Strength and Dexterity scores plus 5, although it and translates this power into the cog’s ‘battery.’
it could be constructed from scratch with a Craft The character no longer suffers battery damage as
(mechanical) check at a DC equal to the Purchase its power source exhausts, although he still needs
DC plus 3. While not in a body, the brain can still to make a Repair check DC 15 once per week to
hear and speak through a voice box but it cannot maintain the adaptor; failure results in the character
do anything else. The transfer to a new body deals suffering non-lethal damage again until the following
1 point of temporary Intelligence damage to the week.
analytical brain. Prerequisite: None.
Prerequisite: None.

Gearbolt moved at the leader’s command. The human had not started this expedition with much evident authority
but the construct had calculated a considerable probability that Jerrek would prove capable of exerting himself in
that way, despite appearances. Gearbolt was satisfied that its analysis had proven correct and was now content to
follow orders. It moved to the charred wreck of the juggernaut and began removing pieces from its ruined, crude
and substantially inferior chassis.

Distressingly little of the juggernaut’s machinery and gearing were salvageable, as they had been unable to withstand
the blast of the dwarven organic’s cannon. An ingenious device, Gearbolt reflected as he worked, though devastating
to components. Still, there were a pair of combustion cylinders in the hulk’s torso. Probably intended as anti-
personnel weapons, they would make a valuable addition to the bomb it was carrying. Adroitly, the cog removed the
cylinders from their twisted iron casing, taking great care not to set them off.

131
141.157.188.166
equipment
&
Wealth
EQUIPMENT & WEALTH

m
any people believe that the advent of technology Bonus from the Windfall feat, if taken.
of the new scientific age better deserves the name  2d4 die roll. Alternately, a Games Master may
of ‘onslaught,’ as craftsmen and inventors create assign a starting Wealth result in place of this die
and expose dozens of new contraptions and tools that did roll based on character background, though this
not exist before. The marketplace in OGL Steampunk is number should not exceed 10 or be less than 1.
the showcase that reveals the clash between the old ways  +1 for having 1 to 4 ranks in the Profession skill.
and the new disciplines. Smiths forge swords in the same  +2 bonus for having a Profession matching
anvil in which they forge bayonets and a weapons store starting vocation
is as likely to sell crossbows as it is to stock black powder
pistols and muskets. Over the course of play, the character’s Wealth bonus
will decrease as the character purchases expensive items
Old tools are falling out of favour but are still offered to and increase as the character gains levels and collects
the public, as some needs never go away, such as the need rewards. A character’s Wealth bonus can never fall below
for a good rope during wilderness exploration. In this +0, and there is no limit to how high the Wealth bonus
way, old but functional designs share shelf space in many can climb.
places with the wonders of the age. Of course, all of this
assumes a thriving economy, something that is becoming Since Wealth is an abstract concept, it is sometimes
less of a given as the forces of steam and war push the difficult to determine how financially well off a character
world closer to its breaking point. is. To get a general sense of how financially solvent a
character is at any given time, check the table below.
This chapter offers a collection of goods and services Inflation and the effects of in-game events can seriously
available to the characters, as well as the Wealth system impact the real effect of these numbers, so they serve only
that governs how they are acquired. Amongst the goods as a general guideline.
there are many technological wonders that are not found
in a standard fantasy setting but which are so widespread Wealth Bonus Financial Condition
in the Steampunk world that ordinary craftsmen have +0 Impoverished or in debt
mastered their construction. As a result, these devices are +1 to +4 Struggling
no longer considered amazing machines, unlike the ones
+5 to +10 Middle class
described in The Power of Steam chapter, which retain
+11 to +15 Affluent
their wondrous nature.
+16 to +20 Wealthy
+21 to +30 Rich
The Wealth System +31 or higher Very rich
Every character has a Wealth bonus that reflects his buying
power. This is a composite of income, credit rating and
any savings that the character has managed to put away.
Purchasing Equipment
Wealth checks are used to determine what characters can
A character’s Wealth bonus serves as the basis of his
afford and what gear they might reasonably have access
Wealth check, which is used to purchase equipment and
to. Every character has a Wealth bonus that reflects his
services for the character. In many ways, Wealth can be a
buying power. Every object and service has a purchase
character’s most important statistic, opening many doors
DC. To purchase an object, make a Wealth check against
and keeping other important ones closed.
the purchase DC.

Wealth Bonus The Wealth Check


A newly created 1st-level character’s Wealth bonus is +0
A Wealth check is a 1d20 roll plus a character’s current
plus:
Wealth bonus. The Wealth bonus is fluid. It increases
as a character gains Wealth and decreases as the character
 Wealth provided by the character’s starting
makes purchases.
occupation.

132
141.157.188.166
Jerrek groaned as he sat down against the wall. His whole body hurt. That timely shot from Thurdin’s cannon had
saved their lives but the shrapnel from the exploding juggernaut had not been pretty. He had taken the brunt of
that, being a little closer to the wreck than Heshia, but she was hurt too. They rested on opposite sides of the sewer
tunnel, staring at each other. In unison, they said, ‘You look like I feel.’ They blinked in unison, then they laughed.
Thurdin looked over at Gailion and made a retching noise.

EQUIPMENT & WEALTH


With an annoyed snarl, Jerrek turned his head to Gearbolt and asked ‘Whose brilliant idea was it to give science to
the orcs, anyway?’

The cog stood up from inside the juggernaut’s chassis and flickered the light in its eyes as a sign that it was pondering
the question. ‘Technically, sir, no one gave it to them. All current theory points to them developing it on their
own.’

Thurdin spat on the wall. ‘Balls and blast powder! I don’t buy that!’ To emphasise his disagreement, he threw a
chunk of rock at the juggernaut, narrowly missing the cog in the process.

If the artificial man took any offence at the gesture, it showed no sign. ‘I believe I take your meaning as doubt
of orcish intellect. I assure you, what they lack in scientific refinement, they more than make up for in cultural
atavism.’ The empty looks from everyone in the corridor prompted him to explain. ‘The orcs as a race did not
discover science, but if you will recall, I said ‘develop,’ not ‘discover.’ They are very acquisitive creatures and after
being exposed to machinery during the disastrous Purge a hundred years ago, they apparently figured out how to
cobble the detritus of the war into weapons of their own.’

Jerrek shook his head. ‘So you are saying that because humanity tried to use machines to destroy the orcs and
goblinoids a century ago, they now have the ability to build the same things we sent at them?’

Gearbolt swivelled its head forward and back three times. ‘Correct, sir. It is merely another example of how your
race tends to make its own monsters. Forgive me for disparaging my creators but the humans are not always the
wisest of beings when it comes to applications of power.’

If the character succeeds on the Wealth check, the Try Again?


character gains the object. If the character fails, he or she A character can try again if he fails a Wealth check. He
cannot afford the object at the time. may not, however, do this until he has spent an additional
number of hours shopping equal to the purchase DC of
If the character’s current Wealth bonus is equal to or greater the object or service.
than the DC, the character automatically succeeds.
Aid Another with Purchase Checks
If the character successfully purchases an object or service One other character can aid another attempt to help a
with a purchase DC that is higher than his or her current character purchase an object or service. If the attempt is
Wealth bonus, the character’s Wealth bonus decreases. successful, that character provides the purchaser with a +2
bonus on his Wealth check. The character who provides
Shopping and Time the aid reduces his Wealth bonus by +1.
Buying less common objects generally takes a number of
hours equal to the purchase DC of the object or service, Haggling
reflecting the time needed to locate the wanted materials The Wealth check represents a character shopping
and close the deal. Getting a license or buying an object around for the item he wants to purchase in various
with a restriction rating increases the time needed to make venues but sometimes there is only one store available,
purchases. or characters enter a store as part of the story and want
to buy something specifically found in the place. In
Taking 10 and Taking 20 on a Purchase Check these instances, characters can ‘close’ on the scene and
A character can usually take 10 or take 20 when making conduct personal negotiations, asking for a particular
a Wealth check. Taking 20 requires 20 times as long as item and, if the shopkeeper is amenable to it, to haggle
normal. Also, there is a penalty for spending beyond a for a discount.
character’s means. Whenever a character buys an object
that has a purchase DC higher than his or her current The first thing to do is to determine whether a store has
Wealth bonus, the character’s Wealth bonus decreases; see the item the character is looking for. Shops have their
pg. 134, Losing Wealth. own Wealth bonus ranging from +10 for a modest store

133
141.157.188.166
to +40 for a large or affluent store. The characters ask for then this is a Wisdom check instead. The DC is equal
a product and the Games Master rolls the shop’s Wealth to the character’s current Wealth bonus. If the character
check against the item’s Purchase DC to determine succeeds, his current Wealth bonus increases by +1. For
whether the shop has it in store. Games Masters should every 5 points by which the character exceeds the DC, he
always keep in mind the nature of the store; regardless of gains an additional +1 to his Wealth bonus.
how well it makes a Wealth check, the best clothes store in
the land will not have stellar iron musket bullets. Adventuring may also result in Player Characters finding
EQUIPMENT & WEALTH

valuable items or information that could potentially


If it is available, now characters can try to purchase it by improve their wealth. In such cases, the benefit translates
taking 10 on their Wealth check (after all, they do not into a Wealth award. Use the rules below for Selling Items
have to find the object; it is in front of them) or making to determine how much of an increase a Player Character
a roll as normal. They can haggle with the shopkeeper, receives to his Wealth bonus, if any.
engaging in opposed Diplomacy checks or, if the Games
Master decides, simply on a good role-playing bout. Treasure Points
Nominally, for every 5 points that a character exceeds the Some adventures may reward characters with treasure
shopkeeper’s, he reduces the Purchase DC of an item by points. These points are basically action points that
1. This reduction only counts for the Wealth check to characters may apply to Wealth checks.
purchase the item; the character still loses any Wealth for
purchasing something beyond his means, using the item’s Gaining Treasure Points
normal DC to consider how much Wealth is lost. A character never gains treasure points as a normal event
in his level advancement; he can only gain them as rewards
Losing Wealth for adventures, whether as payment for their services or
Any time a character purchases an object or service with a as recovered loot, or from the Inherited Treasure trait.
purchase DC higher than his or her current Wealth bonus, Rewards can be phrased as absolute treasure points (as in
or one with a purchase DC of 15 or higher, the character’s ‘you receive 4 treasure points’) which means that there is
Wealth bonus goes down. How much the Wealth bonus a finite amount of treasure points to divide amongst all
is reduced depends on how expensive the object is. characters, or as corresponding treasure points (such as
‘you receive 1 treasure point each’) which means that each
Object or Service Purchase Wealth Bonus player receives the stated amount of treasure points.
DC Decrease
15 or higher 1 point Using Treasure Points
1–10 points higher than current 1 point A character can use a treasure point in three different
Wealth bonus ways:
11–15 points higher than 1d6 points
 Spend it to gain a permanent +2 to his Wealth
current Wealth bonus
bonus.
16 or more points higher than 2d6 points
 Spend it to roll 1d6 and grant the result as a bonus
current
to a Wealth check, as if it were an action point.
 Spend it to avoid losing Wealth after a successful
Along with this loss, any time a character buys an object or
buy.
service with a purchase DC of 15 or higher, the character
reduces his or her current Wealth bonus by an additional 1
point. A character’s Wealth bonus only goes down if he or Selling Items or Information
she successfully buys an object or service. If the character To sell something, a character first needs to determine
attempts to buy something and the check fails, his or her its sale value. Assuming the object is undamaged and in
Wealth bonus is unaffected. working condition, the approximate sale value is equal to
the object’s Purchase DC (as if purchased new) minus 3.
Wealth Bonus of +0 Selling an object can provide an increase to a character’s
A character’s Wealth bonus can never decrease to less
Wealth bonus. The increase is the same amount as the
than +0. If a Player Character’s Wealth bonus is +0, the
Wealth bonus loss the character would experience if the
character does not have the buying power to purchase any
character purchased an object with a purchase DC equal
object or service that has a purchase DC of 10 or higher,
to the sale value.
and cannot take 10 or take 20.
Regardless of the character’s current Wealth bonus, he
Regaining Wealth gains a Wealth bonus increase of 1 whenever he sells an
A character’s Wealth bonus recovers as the character object with a sale value of 15 or higher. If a character
advances. Every time a character gains a new level, make a sells an object with a sale value less than or equal to his
Profession check. If the character has no ranks in the skill, or her current Wealth bonus, and that sale value is 14 or

134
141.157.188.166
Wealth Conversions lower, the character gains nothing. No rolls can improve
Purchase Fantasy or decrease these numbers; they are a standard part of the
DC Modern ($) (gp, sp, cp) Wealth and Purchase system.
2 $5 2 sp, 5 cp
A character cannot legally sell restricted objects unless he
3 $12 6 sp
is licensed to own them. A character also cannot legally
4 $20 1 gp sell objects that have been reported as stolen. Selling

EQUIPMENT & WEALTH


5 $30 1 gp, 5 sp objects illegally usually requires that the character have
6 $40 2 gp contacts in the black market and reduces the sale value by
7 $55 2 gp, 7 sp 5 cp an additional 3.
8 $70 3 gp, 5 sp
9 $90 4 gp, 5 sp In Steampunk, it is not always possible for a character to
10 $120 6 gp find a shop or marketplace. Many cities lie in ruins, while
11 $150 7 gp, 5 sp others jealously guard their resources. The Wealth system
12 $200 10 gp is an approximation used only when commerce of a normal
13 $275 13 gp, 7 sp 5 cp sort is possible. In many cases during a Steampunk game,
barter, artefact recovery, or outright theft are vastly more
14 $350 17 gp, 5 sp
likely outcomes from any given ‘transaction.’
15 $500 25 gp
16 $650 32 gp, 5 sp
17 $900 45 gp Exchange Rates
18 $1,200 60 gp Although OGL Steampunk uses the Wealth system
for characters to purchase things, other settings might
19 $1,500 75 gp
be more detailed in how they handle money and the
20 $2,000 100 gp
purchasing process. The Wealth Conversions table lists
21 $2,750 137 gp, 5 sp how a Purchase DC translates to modern currency (in
22 $3,500 175 gp dollars) and to OGL fantasy games currency (in gold
23 $5,000 250 gp pieces, silver pieces and copper pieces).
24 $6,500 325 gp
25
26
$9,000
$12,000
450 gp
600 gp
Malfunction
Several items are constructed with technology barely out
27 $15,000 750 gp
of the labs of inventors. These ingenious mechanisms
28 $20,000 1,000 gp are prone to failure at the worse possible times. In the
29 $27,500 1,375 gp equipment tables, those items with a number on the
30 $35,000 1,750 gp malfunction column have a malfunction threshold.
31 $50,000 2,500 gp When a character uses an item with a die roll and the
32 $65,000 3,250 gp result of the die falls within the threshold, the item
33 $90,000 4,500 gp suffers a malfunction. For example, the flintlock pistol
34 $120,000 6,000 gp and musket both have a malfunction threshold of 1 – 3,
35 $150,000 7,500 gp which means that if a character who makes an attack roll
36 $200,000 10,000 gp with a pistol rolls a 1, a 2 or a 3 on the die, the pistol
37 $275,000 13,750 gp malfunctions regardless of the result of the actual roll plus
modifiers.
38 $350,000 17,500 gp
39 $500,000 25,000 gp
As a special note, all orcish technology (and similarly
40 $650,000 32,500 gp crude designs from other races, or whenever a Games
41 $900,000 45,000 gp Master determines that faulty workmanship has been
42 $1,200,000 60,000 gp applied) is prone to malfunction on a 3 or less. Truly
43 $1,500,000 75,000 gp refined orcish devices might have a malfunction threshold
44 $2,000,000 100,000 gp of 1 – 2 but most of their craftsmanship is too faulty and
45 $2,750,000 137,500 gp chaotic to warrant that margin of dependability.
46 $3,500,000 175,000 gp
47 $5,000,000 250,000 gp When an item malfunctions, roll a d% on the table on
48 $6,500,000 325,000 gp page 136.
49 $9,000,000 450,000 gp
50 $12,000,000 600,000 gp Rattle and Hum: The item works, but there is an
ominous sound coming from its parts, of grinding and
+8 x10 x10
rattling and other materials not agreeing with each other.

135
141.157.188.166
Minor Fault: The item works
but it is not working right; the d% Malfunction effect
Weapons
Weapons are implements of violence
malfunction imposes a –2 penalty on 01 Rattle and Hum used to overcome obstacles once guile,
tasks that the device is attempting or 02-12 Minor Fault wit, and subtlety have failed. They
complementing until it is repaired. 13-23 Minor Glitch are grouped into several interlocking
24-34 Minor Breakdown sets of categories. These categories
Moderate Fault: The item works
35-45 Moderate Fault pertain to what training is needed
EQUIPMENT & WEALTH

but it is not working right; the


46-56 Moderate Glitch to become proficient in a weapon’s
malfunction imposes a –4 penalty on
57-67 Moderate Breakdown use (simple, martial, pistol, musket
tasks that the device is attempting or
68-78 Major Fault or exotic), the weapon’s usefulness
complementing until it is repaired.
79-89 Major Glitch either in close combat (melee) or at
a distance (ranged, which includes
Major Fault: The item works but it 90-99 Major Breakdown
both thrown and projectile weapons),
is not working right; the malfunction 00 Blows up
its relative encumbrance (light, one-
imposes a –8 penalty on tasks that
handed, or two-handed), and its size
the device is attempting or complementing until it is
(Small, Medium, or Large).
repaired.

Minor Glitch: The item does not work on this occasion, Simple, Martial, and Exotic
though it will by the next time it is used, after a good Weapons
whacking, of course. Anybody but a genius, occultist or noble is proficient
with all simple weapons. Adventurers are proficient with
Moderate Glitch: The item is jammed. The item does all simple and all martial weapons. Characters of other
not work and requires a Repair check (DC equal to the classes are proficient with an assortment of mainly simple
item’s Purchase DC) to work properly again. weapons and possibly also some pistol, musket, martial,
or even exotic weapons. A character who uses a weapon
Major Glitch: The item is ruined. It must be repaired in with which he is not proficient takes a –4 penalty on
order to work again, requiring a Repair check (DC equal attack rolls.
to the item’s Purchase DC) and the expenditure of raw
parts with a Purchase DC 5 points lower than the item.
The repairs take half the Purchase DC in hours. Melee and Ranged Weapons
Melee weapons are used for making melee attacks, though
Minor Breakdown: The item works incorrectly, not some of them can be thrown as well. Ranged weapons
doing what it was intended to do and damaging itself are thrown weapons or projectile weapons that are not
in the process. The item suffers 1d4 points of damage effective in melee.
ignoring hardness. The item needs repairs as per a major
glitch.  Reach Weapons: Lances, longspears, ranseurs,
spiked chains and whips are reach weapons. A
Moderate Breakdown: The item works badly, not doing reach weapon is a melee weapon that allows its
what it was intended to do and damaging itself in the wielder to strike at targets that are not adjacent
process. The item suffers 2d4 points of damage ignoring to him. Most reach weapons double the wielder’s
hardness. The item needs repairs as per a major glitch. natural reach, meaning that a typical Small or
Medium wielder of such a weapon can attack
Major Breakdown: The item works in all the wrong a creature 10 feet away but not a creature in
ways, not doing what it was intended to do and damaging an adjacent square. A typical Large character
itself severely in the process. The item suffers 3d4 points wielding a reach weapon of the appropriate size
of damage ignoring hardness. The item needs repairs as can attack a creature 15 or 20 feet away but not
per a major glitch. adjacent creatures or creatures up to 10 feet away.
 Double Weapons: Weapons such as quarterstaffs
Blows Up: The item literally blows up, sending shards are double weapons. A character can fight with
and splinters in all directions and dealing 1d6 points of both ends of a double weapon as if fighting with
damage to its wielder. The item is destroyed and beyond two weapons but he incurs all the normal attack
repair. penalties associated with two-weapon combat, just
as if he were wielding a one-handed weapon and
Some items have a bonus to the malfunction effect a light weapon. The character can also choose to
in addition to the malfunction threshold; when this use a double weapon two-handed, attacking with
happens, it is expressed after the threshold, separated by a only one end of it. A creature wielding a double
slash (i.e. 1 – 2/+10). weapon in one hand cannot use it as a double
weapon, as only one end of the weapon can be
used in any given round.
136
141.157.188.166
 Thrown Weapons: Daggers, clubs, shortspears, to damage rolls. They do, however, ignore some
spears, darts, javelins, throwing axes, light armour bonuses to damage reduction as they
hammers, tridents, shuriken, and nets are thrown punch right through most armour.
weapons. The wielder applies his Strength  Ammunition: Projectile weapons use ammunition:
modifier to damage dealt by thrown weapons, arrows for bows, bolts for crossbows or sling
except for splash weapons. It is possible to throw bullets for slings. When using a bow, a character
a weapon that isn’t designed to be thrown, by can draw ammunition as a free action; crossbows

EQUIPMENT & WEALTH


which we mean a melee weapon that doesn’t have and slings require an action for reloading.
a numeric entry in the Range Increment column Generally speaking, ammunition that hits its
on the Weapons table, but a character who does so target is destroyed or rendered useless, while
takes a –4 penalty on the attack roll. Throwing a normal ammunition that misses has a 50%
light or one-handed weapon is a standard action, chance of being destroyed or lost. Although
while throwing a two-handed weapon is a full- they are thrown weapons, shuriken are treated as
round action. Regardless of the type of weapon, ammunition for the purposes of drawing them,
such an attack scores a threat only on a natural roll crafting masterwork or otherwise special versions
of 20 and deals double damage on a critical hit. of them (see Masterwork Weapons) and what
Such a weapon has a range increment of 10 feet. happens to them after they are thrown.
 Projectile Weapons: Light crossbows, slings, heavy
crossbows, shortbows, composite shortbows, Light, One-Handed, and Two-
longbows, composite longbows, hand crossbows,
and repeating crossbows are projectile weapons. Handed Melee Weapons
Most projectile weapons require two hands to This designation is a measure of how much effort it takes
use. See specific weapon descriptions for details. to wield a weapon in combat. It indicates whether a melee
A character gets no Strength bonus to damage weapon, when wielded by a character of the weapon’s size
rolls with a projectile weapon unless it is a category, is considered a light weapon, a one-handed
specially built composite shortbow, specially built weapon, or a two-handed weapon.
composite longbow, or sling. If the character has
a penalty for low Strength, apply it to damage rolls  Light: A light weapon is easier to use in one’s off
when he uses a bow or a sling. hand than a one-handed weapon is. It can also be
 Firearms: Pistols and musket with flintlock or used while grappling. A light weapon is used in
percussion cap detonators are firearms. Pistols one hand. Add the wielder’s Strength bonus (if
only require one hand to use, while muskets any) to damage rolls for melee attacks with a light
require two. As with projectile weapons, firearms weapon if it is used in the primary hand, or one-
do not apply the user’s Strength bonus or penalty half the wielder’s Strength bonus if it is used in the
off hand. Using two hands to wield a light weapon

Heshia shook her head. ‘It sounds just like humans to be responsible for something so tragic, though I would have
laid money on it being the gnomes’ fault.’ As she spoke, she took out her rune pistols and started cleaning the barrels.
She had a practiced hand at doing so and she moved so rhythmically, Jerrek almost forgot to be offended.

‘Hey! What is it with you elves and the gnomes? What did they ever do to deserve such hatred?’ He had always
wanted to ask that question and this seemed as good a time to do so as any.

Heshia sighed. ‘It is a long story, human, and not one I am up to telling in full. Let us just say the gnomes did
something a long time ago that we have never forgiven them for… something involving your people and ours.’ Her
well-practiced routine faltered a bit and one of the barrels on her pistols snapped forward catching the tip of her
finger. She hissed in pain and put the blooded finger in her mouth.

Jerrek was feeling bold enough to say what he had always suspected. ‘Is that why the elves cursed them with such
short lives?’ He tried not to sound accusatory but this was a very sore subject with him.

Heshia’s eyebrow raised and she took her hand away from her mouth. ‘Is that what you believe? Who told you
something so ridiculous? A gnome?’ She finished cleaning her guns and returned them to their holsters with one
fluid motion. ‘Did a gnome tell you that?’

Jerrek looked angry, his eyes seething darkly. ‘No. I just always thought…’

The elf woman laughed softly, a sound with a sardonic, bitter edge. ‘You may be many things, human, but I would
not have thought to call you foolish. We did not curse the gnomes. We did not have to.’

137
141.157.188.166
gives no advantage on damage; the Strength bonus double damage on a critical hit. An improvised thrown
applies as though the weapon were held in the weapon has a range increment of 10 feet.
wielder’s primary hand only. An unarmed strike is
always considered a light weapon. Weapon Qualities
 One-Handed: A one-handed weapon can be used Here is the format for weapon entries, given as column
in either the primary hand or the off hand. Add headings on the Weapons table below.
the wielder’s Strength bonus to damage rolls for
EQUIPMENT & WEALTH

melee attacks with a one-handed weapon if it’s  Purchase DC: This is the DC of the Wealth check
used in the primary hand, or half his Strength needed to purchase the weapon.
bonus if it is used in the off hand. If a one-handed  Damage: The Damage columns give the damage
weapon is wielded with two hands during melee dealt by the weapon on a successful hit. The
combat, add one and a half times the character’s column labelled ‘Dmg (S)’ is for Small weapons.
Strength bonus to damage rolls. The column labelled ‘Dmg (M)’ is for Medium
 Two-Handed: Two hands are required to use a weapons. If two damage ranges are given then
two-handed melee weapon effectively. Apply one the weapon is a double weapon. Use the second
and a half times the character’s Strength bonus damage figure given for the double weapon’s extra
to damage rolls for melee attacks with such a attack. The Tiny and Large Weapon Damage
weapon. table below gives weapon damage values for
weapons of those sizes.
Weapon Size
Every weapon has a size category. This designation Tiny and Large Weapon Damage
indicates the size of the creature for which the weapon was Medium Weapon Tiny Weapon Large Weapon
designed. A weapon’s size category is not the same as its size Damage Damage Damage
as an object. Instead, a weapon’s size category is keyed to 1d2 — 1d3
the size of the intended wielder. In general, a light weapon 1d3 1 1d4
is an object two size categories smaller than the wielder, a
1d4 1d2 1d6
one-handed weapon is an object one size category smaller
1d6 1d3 1d8
than the wielder and a two-handed weapon is an object of
the same size category as the wielder. 1d8 1d4 2d6
1d10 1d6 2d8
Inappropriately Sized Weapons 1d12 1d8 3d6
A creature cannot make optimum use of a weapon that is 2d4 1d4 2d6
not properly sized for it. A cumulative –2 penalty applies 2d6 1d8 3d6
on attack rolls for each size category of difference between 2d8 1d10 3d8
the size of its intended wielder and the size of its actual 2d10 2d6 4d8
wielder. If the creature is not proficient with the weapon
then a –4 nonproficiency penalty also applies.  Critical: The entry in this column notes how
the weapon is used with the rules for critical hits.
The measure of how much effort it takes to use a weapon, When your character scores a critical hit, roll the
or in other words whether the weapon is designated as a damage two, three, or four times, as indicated by
light, one-handed, or two-handed weapon for a particular its critical multiplier (using all applicable modifiers
wielder, is altered by one step for each size category of on each roll) and add all the results together.
difference between the wielder’s size and the size of the Exception: Extra damage dice over and above a
creature for which the weapon was designed. If a weapon’s weapon’s normal damage are not multiplied when
designation would be changed to something other than you score a critical hit.
light, one-handed, or two-handed by this alteration, then x2: The weapon deals double damage on a critical
the creature cannot wield the weapon at all. hit.
x3: The weapon deals triple damage on a critical
Improvised Weapons hit.
Sometimes objects that are not crafted to be weapons x4: The weapon deals quadruple damage on a
nonetheless see use in combat. As such objects are not critical hit.
designed for this use, any creature that uses one in combat 19–20/x2: The weapon scores a threat on a
is considered to be non-proficient with it and takes a –4 natural roll of 19 or 20 (instead of just 20) and
penalty on attack rolls made with it. To determine the deals double damage on a critical hit. The weapon
size category and appropriate damage for an improvised has a threat range of 19–20.
weapon, compare its relative size and damage potential to 18–20/x2: The weapon scores a threat on a
the weapon list to find a reasonable match. An improvised natural roll of 18, 19, or 20 (instead of just 20)
weapon scores a threat on a natural roll of 20 and deals and deals double damage on a critical hit. The
weapon has a threat range of 18–20.
138
141.157.188.166
 Range Increment: Any attack at less than this bonus on attack rolls. Instead, mastercraft armour and
distance is not penalised for range. However, shields have lessened armour check penalties.
each full range increment imposes a cumulative
–2 penalty on the attack roll. A thrown weapon Weapon Descriptions
has a maximum range of five range increments. Weapons found on the Weapons table that have special
A projectile weapon can shoot out to ten range options for the wielder (‘you’) are described below. Splash
increments. weapons are described under Special Substances and

EQUIPMENT & WEALTH


 Weight: This column gives the weight of a Items.
Medium version of the weapon. Halve this
number for Small weapons and double it for Large Arrows: An arrow used as a melee weapon is treated as a
weapons. light improvised weapon (–4 penalty on attack rolls) and
 Type: Weapons are classified according to the deals damage as a dagger of its size (critical multiplier x2).
type of damage they deal: bludgeoning, piercing, Arrows come in a leather quiver that holds 20 arrows. An
or slashing. Some creatures and objects may be arrow that hits its target is destroyed; one that misses has a
resistant or immune to attacks from certain types of 50% chance of being destroyed or lost.
weapons. Some weapons deal damage of multiple
types. If a weapon is of two types, the damage it Bayonet: If attached to a musket, treat the musket-
deals is not half one type and half another; all of bayonet as a longspear.
it is both types. Therefore, a creature would have
to be immune to both types of damage to ignore Bolas: You can use this weapon to make a ranged trip
any of the damage from such a weapon. In other attack against an opponent. You cannot be tripped during
cases, a weapon can deal either of two types of your own trip attempt when using a set of bolas.
damage. In a situation when the damage type is
significant, the wielder can choose which type of Bolts: A crossbow bolt used as a melee weapon is treated
damage to deal with such a weapon. as a light improvised weapon (–4 penalty on attack rolls)
 Malfunction: Some weapons are prone to failing and deals damage as a dagger of its size (critical x2). Bolts
during their use. If the die roll comes up with a come in a wooden case that holds 10 bolts, or 5 for a
number within the combat threshold, the item repeating crossbow. A bolt that hits its target is destroyed;
will fail with some result or another. one that misses has a 50% chance of being destroyed or
 Special: Some weapons have special features. See lost.
the weapon descriptions for details.
Bowie Knife: The bowie knife is similar to a dagger
Mastercraft Weapons but with a broader and slightly larger blade for greater
A mastercraft weapon is a finely crafted version of damage.
a normal weapon. Wielding it provides a +1 to +3
enhancement bonus on attack rolls or more, as per the Bullets, Sling: Bullets come in a leather pouch that holds
Master Artisan feat. The masterwork quality cannot be 10 bullets. A bullet that hits its target is destroyed; one
added to a weapon after its creation; it must be crafted as that misses has a 50% chance of being destroyed or lost.
a mastercraft weapon. The mastercraft quality adds +1 to
the cost of a normal weapon plus the bonus provided by Chain, Spiked: A spiked chain has reach, so you can
the mastercraft feature. Adding the mastercraft quality strike opponents 10 feet away with it. In addition, unlike
to a double weapon adds an additional +2 to the normal most other weapons with reach, it can be used against an
increase. adjacent foe. You can make trip attacks with the chain.
If you are tripped during your own trip attempt, you can
Mastercraft ammunition is damaged (effectively destroyed) drop the chain to avoid being tripped. When using a
when used. The enhancement bonus of mastercraft spiked chain, you get a +2 bonus on opposed attack rolls
ammunition does not stack with any enhancement bonus made to disarm an opponent, including the roll to avoid
of the projectile weapon firing it. being disarmed if such an attempt fails. You can use the
Weapon Finesse feat to apply your Dexterity modifier
All magic weapons are automatically considered to be instead of your Strength modifier to attack rolls with a
of mastercraft quality. The enhancement bonus granted spiked chain sized for you, even though it is not a light
by the masterwork quality does not stack with the weapon for you.
enhancement bonus provided by the weapon’s magic.
Crossbow, Hand: You can draw a hand crossbow back
Even though some types of armour and shields can be by hand. Loading a hand crossbow is a move action that
used as weapons, characters cannot create a mastercraft provokes attacks of opportunity. You can shoot, but not
version of such an item that confers an enhancement load, a hand crossbow with one hand at no penalty. You

139
141.157.188.166
EQUIPMENT & WEALTH

can shoot a hand crossbow with each hand but you take Crossbow, Repeating: The repeating crossbow (whether
a penalty on attack rolls as if attacking with two light heavy or light) holds 5 crossbow bolts. So long as it holds
weapons. bolts, you can reload it by pulling the reloading lever as a
free action. Loading a new case of 5 bolts is a full-round
Crossbow, Heavy: You draw a heavy crossbow back by action that provokes attacks of opportunity. You can fire
turning a small winch. Loading a heavy crossbow is a a repeating crossbow with one hand or fire a repeating
full-round action that provokes attacks of opportunity. crossbow in each hand in the same manner as you would a
Normally, operating a heavy crossbow requires two hands. normal crossbow of the same size. However, you must fire
However, you can shoot (but not load) a heavy crossbow the weapon with two hands in order to use the reloading
with one hand at a –4 penalty on attack rolls. You can lever and you must use two hands to load a new case of
shoot a heavy crossbow with each hand but you take a bolts.
penalty on attack rolls as if you were attacking with two
one-handed weapons. This penalty is cumulative with the Dagger: You gain a +2 bonus on Sleight of Hand checks
penalty for one-handed firing. made to conceal a dagger on your body. See the Sleight
of Hand skill.
Crossbow, Light: You draw a light crossbow back by
pulling a lever. Loading a light crossbow is a move action Flail or Heavy Flail: With a flail, you get a +2 bonus on
that provokes attacks of opportunity. Normally, operating opposed attack rolls made to disarm an enemy, including
a light crossbow requires two hands. However, you can the roll to avoid being disarmed if such an attempt fails.
shoot (but not load) a light crossbow with one hand at a You can also use this weapon to make trip attacks. If you
–2 penalty on attack rolls. You can shoot a light crossbow are tripped during your own trip attempt, you can drop
with each hand but you take a penalty on attack rolls as if the flail to avoid being tripped.
you were attacking with two light weapons. This penalty
is cumulative with the penalty for one-handed firing. Gauntlet: This metal glove lets you deal lethal damage
rather than non-lethal damage with unarmed strikes. A
140
141.157.188.166
Simple Weapons
Purchase Dmg Dmg Critical Range Weight1 Type2
DC (S) (M) Increment
Unarmed Attacks
Gauntlet 6 1d2 1d3 x2 — 1 lb. Bludgeoning
Unarmed strike — 1d23 1d33 x2 — — Bludgeoning

EQUIPMENT & WEALTH


Light Melee Weapons
Bayonet 12 1d4 1d6 x3 — 1 lb. Piercing
Bowie knife 10 1d3 1d4 x3 10 ft. 1 lb. Piercing or
Slashing
Dagger 9 1d3 1d4 19–20/x2 10 ft. 1 lb. Piercing or
Slashing
Dagger, 9 1d3 1d4 x3 — 1 lb. Piercing
punching
Mace, light 10 1d4 1d6 x2 — 4 lb. Bludgeoning
Sickle 10 1d4 1d6 x2 — 2 lb. Slashing
One-Handed Melee Weapons
Club — 1d4 1d6 x2 10 ft. 3 lb. Bludgeoning
Mace, heavy 12 1d6 1d8 x2 — 8 lb. Bludgeoning
Morningstar 11 1d6 1d8 x2 — 6 lb. Bludgeoning
and Piercing
Shortspear 4 1d4 1d6 x2 20 ft. 3 lb. Piercing
Two-Handed Melee Weapons
Longspear4 9 1d6 1d8 x3 — 9 lb. Piercing
Quarterstaff5 — 1d4/ 1d6/ x2 — 4 lb. Bludgeoning
1d4 1d6
Spear 10 1d6 1d8 x3 20 ft. 6 lb. Piercing
Ranged Weapons
Crossbow, heavy 17 1d8 1d10 19–20/x2 120 ft. 8 lb. Piercing
Bolts (10) 4 — — — — 1 lb. —
Crossbow, light 16 1d6 1d8 19–20/x2 80 ft. 4 lb. Piercing
Bolts (10) 4 — — — — 1 lb. —
Dart 2 1d3 1d4 x2 20 ft. 1/2 lb. Piercing
Javelin 4 1d4 1d6 x2 30 ft. 2 lb. Piercing
Sling — 1d3 1d4 x2 50 ft. 0 lb. Bludgeoning
Bullets (10) 2 — — — — 5 lb. —
* see page 146 for footnotes.

strike with a gauntlet is otherwise considered an unarmed Lance: A lance deals double damage when used from the
attack. The cost and weight given are for a single gauntlet. back of a charging mount. It has reach, so you can strike
Medium and heavy armours (except the breastplate) come opponents 10 feet away with it, though you cannot use it
with gauntlets. against an adjacent foe. While mounted, you can wield a
lance with one hand.
Glaive: A glaive has reach. You can strike opponents 10
feet away with it but you cannot use it against an adjacent Longbow: You need at least two hands to use a bow,
foe. regardless of its size. A longbow is too unwieldy to use
while you are mounted. If you have a penalty for low
Halberd: If you use a ready action to set a halberd against Strength, apply it to damage rolls when you use a longbow.
a charge, you deal double damage on a successful hit If you have a bonus for high Strength, you can apply it to
against a charging character. You can use a halberd to damage rolls when you use a composite longbow (see page
make trip attacks. If you are tripped during your own 142) but not when you use a regular longbow.
trip attempt, you can drop the halberd to avoid being
tripped. Longbow, Composite: You need at least two hands to
use a bow, regardless of its size. You can use a composite
Javelin: Since it is not designed for melee, you are treated longbow while mounted. All composite bows are made
as non-proficient with it and take a –4 penalty on attack with a particular Strength rating; each bow requires a
rolls if you use a javelin as a melee weapon. minimum Strength modifier equal to or greater than
141
141.157.188.166
Martial Weapons
Purchase Dmg Dmg Range
Martial Weapons DC (S) (M) Critical Increment Weight1 Type2
Light Melee Weapons
Axe, throwing 11 1d4 1d6 x2 10 ft. 2 lb. Slashing
Hammer, light 4 1d3 1d4 x2 20 ft. 2 lb. Bludgeoning
Handaxe 10 1d4 1d6 x3 — 3 lb. Slashing
EQUIPMENT & WEALTH

Pick, light 9 1d3 1d4 x4 — 3 lb. Piercing


Sap 4 1d43 1d63 x2 — 2 lb. Bludgeoning
Shield, light special 1d2 1d3 x2 — special Bludgeoning
Sword, short 12 1d4 1d6 19–20/x2 — 2 lb. Piercing
One-Handed Melee Weapons
Battleaxe 12 1d6 1d8 x3 — 6 lb. Slashing
Flail 11 1d6 1d8 x2 — 5 lb. Bludgeoning
Longsword 14 1d6 1d8 19–20/x2 — 4 lb. Slashing
Pick, heavy 11 1d4 1d6 x4 — 6 lb. Piercing
Rapier 14 1d4 1d6 18–20/x2 — 2 lb. Piercing
Sabre, cavalry 14 1d6 1d8 19–20/x2 — 2 lb. Piercing and
Slashing
Scimitar 13 1d4 1d6 18–20/x2 — 4 lb. Slashing
Shield, heavy special 1d3 1d4 x2 — special Bludgeoning
Spiked shield, heavy special 1d4 1d6 x2 — special Piercing
Trident 13 1d6 1d8 x2 10 ft. 4 lb. Piercing
Warhammer 13 1d6 1d8 x3 — 5 lb. Bludgeoning
Two-Handed Melee Weapons
Falchion 19 1d6 2d4 18–20/x2 — 8 lb. Slashing
4
Glaive 11 1d8 1d10 x3 — 10 lb. Slashing
Greataxe 15 1d10 1d12 x3 — 12 lb. Slashing
Greatclub 9 1d8 1d10 x2 — 8 lb. Bludgeoning
Flail, heavy 14 1d8 1d10 19–20/x2 — 10 lb. Bludgeoning
Greatsword 17 1d10 2d6 19–20/x2 — 8 lb. Slashing
Halberd 12 1d8 1d10 x3 — 12 lb. Piercing or
Slashing
Lance4 12 1d6 1d8 x3 — 10 lb. Piercing
Ranseur4 12 1d6 2d4 x3 — 12 lb. Piercing
Scythe 15 1d6 2d4 x4 — 10 lb. Piercing or
Slashing
Ranged Weapons
Longbow 19 1d6 1d8 x3 100 ft. 3 lb. Piercing
Arrows (20) 4 — — — — 3 lb. —
Longbow, composite 20 1d6 1d8 x3 110 ft. 3 lb. Piercing
Arrows (20) 4 — — — — 3 lb. —
Shortbow 17 1d4 1d6 x3 60 ft. 2 lb. Piercing
Arrows (20) 4 — — — — 3 lb. —
Shortbow, composite 19 1d4 1d6 x3 70 ft. 2 lb. Piercing
Arrows (20) 4 — — — — 3 lb. —
* see page 146 for footnotes.

that rating if it is to be wielded with proficiency. If your average Strength score; this feature allows you to add your
Strength bonus is less than the strength rating of the Strength bonus to damage, up to the maximum bonus
composite bow, you cannot use it effectively, so you take indicated for the bow. Each point of Strength bonus
a –2 penalty on attacks with it. The default composite granted by the bow adds 100 gp to its cost. For purposes
longbow requires a Strength modifier of +0 or higher to of weapon proficiency and similar feats, a composite
use with proficiency. A composite longbow can be made longbow is treated as if it were a longbow.
with a high Strength rating to take advantage of an above-

142
141.157.188.166
Longspear: A longspear has reach. You can strike Quarterstaff: A quarterstaff is a double weapon. You
opponents 10 feet away with it but you cannot use it can fight with it as if you were fighting with two weapons
against an adjacent foe. If you use a ready action to set a but if you do, you incur all the normal attack penalties
longspear against a charge, you deal double damage on a associated with fighting with two weapons, just as if you
successful hit against a charging character. were using a one-handed weapon and a light weapon. A
creature wielding a quarterstaff in one hand cannot use it
Net: A net is used to entangle enemies. When you throw as a double weapon, as only one end of the weapon can be

EQUIPMENT & WEALTH


a net, you make a ranged touch attack against your target. used in any given round.
A net’s maximum range is 10 feet. If you hit, the target
is entangled. An entangled creature takes a –2 penalty on Ranseur: A ranseur has reach. You can strike opponents
attack rolls and a –4 penalty on Dexterity, can move at only 10 feet away with it but you cannot use it against an
half speed and cannot charge or run. If you control the adjacent foe. With a ranseur, you get a +2 bonus on
trailing rope by succeeding on an opposed Strength check opposed attack rolls made to disarm an opponent,
while holding it, the entangled creature can move only including the roll to avoid being disarmed if such an
within the limits that the rope allows. If the entangled attempt fails.
creature attempts to cast a spell, it must make a DC 15
Concentration check or be unable to cast the spell. Rapier: You can use the Weapon Finesse feat to apply
your Dexterity modifier instead of your Strength modifier
An entangled creature can escape with a DC 20 Escape to attack rolls with a rapier sized for you, even though it
Artist check, made as a full-round action. The net has is not a light weapon for you. You cannot wield a rapier
5 hit points and can be burst with a DC 25 Strength in two hands in order to apply one and a half times your
check, also made as a full-round action. A net is useful Strength bonus to damage.
only against creatures within one size category of you. A
net must be folded before it can be thrown effectively. Sabre, cavalry: A cavalry sabre deals double damage
The first time you throw your net in a fight, you make a when used from the back of a charging mount. While
normal ranged touch attack roll. After the net is unfolded, mounted, you can wield a sabre with one hand.
you take a –4 penalty on attack rolls with it. It takes 2
rounds for a proficient user to fold a net and twice that Scythe: A scythe can be used to make trip attacks. If you
long for a nonproficient one to do so. are tripped during your own trip attempt, you can drop
the scythe to avoid being tripped.

143
141.157.188.166
Exotic Weapons
Purchase Dmg Dmg Critical Range Weight1 Type2
DC (S) (M) Increment
One-Handed Melee Weapons
Sword, bastard 16 1d8 1d10 19–20/x2 — 6 lb. Slashing
Waraxe, dwarven 15 1d8 1d10 x3 — 8 lb. Slashing
Whip4 4 1d23 1d33 x2 2 lb. Slashing
EQUIPMENT & WEALTH

Two-Handed Melee Weapons


Chain, spiked4 15 1d6 2d4 x2 — 10 lb. Piercing
Ranged Weapons
Bolas 9 1d3 1d4 x2 10 ft. 2 lb. Bludgeoning
Crossbow, hand 20 1d3 1d4 19–20/x2 30 ft. 2 lb. Piercing
Bolts (10) 4 — — — — 1 lb. —
Crossbow, repeating 24 1d8 1d10 19–20/x2 120 ft. 12 lb. Piercing
heavy
Bolts (5) 4 — — — 1 lb. —
Crossbow, repeating 21 1d6 1d8 19–20/x2 80 ft. 6 lb. Piercing
light
Bolts (5) 4 — — — 1 lb. —
Net 10 — — 10 ft. 6 lb. —
* see page 146 for footnotes.
Shield, Heavy or Light (Spiked or not): You can bash Sling: Your Strength modifier applies to damage rolls
with a shield instead of using it for defence. See Armour when you use a sling, just as it does for thrown weapons.
for details. You can fire (but not load) a sling with one hand. Loading
a sling is a move action that requires two hands and
Shortbow: You need at least two hands to use a bow, provokes attacks of opportunity.
regardless of its size. You can use a shortbow while
mounted. If you have a penalty for low Strength, apply it You can hurl ordinary stones with a sling but these stones
to damage rolls when you use a shortbow. If you have a are not as dense or as round as bullets. Thus, such an
bonus for high Strength, you can apply it to damage rolls attack deals damage as if the weapon were designed for a
when you use a composite shortbow (see below) but not creature one size category smaller than you. You also take
when you use a regular shortbow. a –1 penalty on attack rolls.

Shortbow, Composite: You need at least two hands to Spear: A spear can be thrown. If you use a ready action to
use a bow, regardless of its size. You can use a composite set a spear against a charge, you deal double damage with
shortbow while mounted. All composite bows are made a successful hit against a charging character.
with a particular Strength rating and thus each one requires
a minimum Strength modifier to use with proficiency. If Spiked Armour: You can outfit your armour with spikes,
your Strength bonus is lower than the Strength rating which can deal damage in a grapple or as a separate attack.
of the composite bow, you cannot effectively use it, so See Armour for details.
you take a –2 penalty on attacks with it. The default
composite shortbow requires a Strength modifier of +0 or Spiked Shield, Heavy or Light: You can bash with a
higher to use with proficiency. A composite shortbow can spiked shield instead of using it for defence. See Armour
be made with a high Strength rating to take advantage of for details.
an above-average Strength score; this feature allows you to
add your Strength bonus to damage, up to the maximum Strike, Unarmed: A Medium character deals 1d3 points
bonus indicated for the bow. Each point of Strength of non-lethal damage with an unarmed strike. A Small
bonus granted by the bow adds 75 gp to its cost. character deals 1d2 points of non-lethal damage. Any
character with the Improved Unarmed Strike feat can
For purposes of weapon proficiency and similar feats, a deal lethal or non-lethal damage with unarmed strikes,
composite shortbow is treated as if it were a shortbow. as he chooses. The damage from an unarmed strike is
considered weapon damage for the purposes of effects that
Shortspear: A shortspear is small enough to wield one- give you a bonus on weapon damage rolls.
handed. It may also be thrown.
An unarmed strike is always considered a light weapon.
Sickle: A sickle can be used to make trip attacks. If you Therefore, you can use the Weapon Finesse feat to apply
are tripped during your own trip attempt, you can drop
the sickle to avoid being tripped.
144
141.157.188.166
your Dexterity modifier instead of your Strength modifier weapons with reach, you can use it against foes anywhere
to attack rolls with an unarmed strike. within your reach, including adjacent foes. Using a whip
provokes an attack of opportunity, just as if you had used
Sword, Bastard: A bastard sword is too large to use in a ranged weapon.
one hand without special training; thus, it is an exotic
weapon. A character can use a bastard sword two-handed You can make trip attacks with a whip. If you are tripped
as a martial weapon. during your own trip attempt, you can drop the whip

EQUIPMENT & WEALTH


to avoid being tripped. When using a whip, you get
Trident: This weapon can be thrown. If you use a ready a +2 bonus on opposed attack rolls made to disarm an
action to set a trident against a charge, you deal double opponent, including the roll to keep from being disarmed
damage with a successful hit against a charging character. if the attack fails. You can use the Weapon Finesse feat
to apply your Dexterity modifier instead of your Strength
Waraxe, Dwarven: A dwarven waraxe is too large to use modifier to attack rolls with a whip sized for you, even
in one hand without special training; thus, it is an exotic though it is not a light weapon for you.
weapon. A Medium-size character can use a dwarven
waraxe two-handed as a martial weapon. A Large creature Firearms
can use it one-handed in the same way. A dwarf treats a Firearms are the great equalisers of the age, capable of
dwarven waraxe as a martial weapon even when using it bringing down a fully armoured knight at the hands
in one hand. of a barely trained peasant. All firearms ignore armour
bonuses to damage reduction, except for those derived
Whip: A whip deals non-lethal damage. It deals no from armour made from stellar material. (Ammunition
damage at all to any creature with an armour bonus of which itself is made of stellar material ignores this
+1 or higher or a natural armour bonus of +3 or higher. damage reduction.) Many firearms are also called ‘rune’
The whip is treated as a melee weapon with a 15-foot weapons, though this name technically only applies to
reach, though you do not threaten the area into which magical versions of projectile weapons. As the majority
you can make an attack. In addition, unlike most other of firearms manufacturers inlay maker’s marks and other

145
141.157.188.166
Firearms
Purchase Dmg Dmg Critical Range Weight1 Type2 Malf.
DC (S) (M) Increment
Light Firearm Weapons
Pistol, light 19 1d8 1d10 x3 60 ft. 6 lb. Piercing 1-3
flintlock
Pistol, light 20 1d8 1d10 x3 50 ft. 4 lb. Piercing 1
EQUIPMENT & WEALTH

percussion cap
Pistol, holdout 19 1d6 1d8 x3 20 ft. 3 lb. Piercing 1
percussion cap
One-Handed Firearm Weapons
Pistol, medium 20 1d10 2d6 x3 60 ft. 6 lb. Piercing 1-3
flintlock
Pistol, heavy 21 2d6 2d8 x3 60 ft. 8 lb. Piercing 1-3
flintlock
Pistol, medium 21 1d10 2d6 x3 50 ft. 5 lb. Piercing 1
percussion cap
Pistol, heavy 22 2d6 2d8 x3 50 ft. 6 lb. Piercing 1
percussion cap
Pistol, revolver 25 1d8 1d10 x3 50 ft. 4 lb. Piercing 1
percussion cap
Two-Handed Firearm Weapons
Blunderbuss 20 1d8 1d10 x3 15 ft. 12 lb. Piercing 1-3
Musket, flintlock 22 2d6 2d8 x3 100 ft. 15 lb. Piercing 1-3
Musket, percussion 23 1d10 2d6 x3 100 ft. 12 lb. Piercing 1
cap
Firearm Weapons Characteristics
Double-barrelled +2 1 die 1 die — -10 ft. +2 lb. — —
smaller smaller
Rifling barrel +2 — — — +10 ft. — — —
Steampower +3 — — 19-20/x3 +10 ft. +5 lb. — 1-3
Firearm Accessories
Apostle 2 — — — — — — —
Bandolier 3 — — — — 1 lb. — —
Bullets (20) 4 — — — — 2 lb. — —
Percussion Cap 5 — — — — 1 lb. — —
(20)
Powder Horn 4 — — — — 1/2 lb. — —
Swine Feather 2 — — — — 2 lb. — —
1
Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2
When two types are given, the weapon is of both types if the entry specifies ‘and,’ or of either type (the Player may choose as he
makes the attack) if the entry specifies ‘or.’
3
The weapon deals non-lethal damage rather than lethal damage.
4
Reach weapon.
5
Double weapon.

runic decorations, even mundane examples of the craft procedure for firearms involves pouring gunpowder down
can be splendid works of violent art. the barrel and then dropping the ammunition in after
it, pressing both down with a ramrod. Small containers
Firearms are classified in two kinds according to the called apostles have pre-measured amounts of gunpowder
training necessary to fire them. These are pistols, which sufficient for one shot.
can be held and fired with one hand and muskets, which
are longer and must be held in both hands. The loading

146
141.157.188.166
Apostle: This small wooden or metal container holds the gunpowder in the barrel, propelling the shot forward.
enough gunpowder for one shot for any firearm weapon. Loading a flintlock weapon takes three move actions,
which with continuous action translates into a full round
Bandolier: Fitted across the chest, this utility strap and a half. A pistol or musket can only be a flintlock or a
features loops and buckles for 12 apostles, two powder percussion cap weapon, not both.
horns and other assorted accessories.
Percussion Cap: Instead of pouring powder in the pan,

EQUIPMENT & WEALTH


Blunderbuss: This weapon has a wide, bell-shaped the weapon has a small chamber where a small percussion
barrel and is designed to hold and fire shot that scatters cap fits. This cap is smaller than a fingertip and is made
when discharged. The blunderbuss affects all targets in from a special chemical compound that ignites when
a 10-foot wide line beginning at the front of the barrel struck by the weapon’s hammer. Its explosion detonates
and extending up to the weapon’s maximum range. the gunpowder in the barrel. Loading a percussion cap
The blunderbuss was designed for use in close quarters weapon takes one full-round action. A weapon can only
against tight formations. Using a blunderbuss requires be either a flintlock or a percussion cap weapon, not
the Musket Firearms Proficiency feat, as the methods for both.
using these two weapons are similar.
Double-Barrelled: A character can fire either one or both
Bullets: These are lead balls with a Purchase DC of 4 barrels of the weapon with a standard attack action. If
for 20. both barrels are discharged simultaneously, a single attack
roll is made and the weapon deals double damage on a
Musket: This is a two-handed firearm commonly successful hit. Each barrel must be loaded individually.
used by hunters and characters who need a heavy, yet
portable weapon. The weapon’s unwieldy shape and size Revolver: This quality is available for a percussion cap
means that an attacker using a rifle takes a –4 penalty on pistol only. It is an advanced design that allows a pistol to
attacks against adjacent opponents. The Precise Shot load four or more shots in separate cylinders and fire them
feat eliminates this penalty. Using a musket requires the consecutively without reloading until all the shots have
Musket Firearms Proficiency feat. been fired. Each cylinder must be reloaded individually.
Every shot beyond 4 that a revolver holds adds +1 to its
Percussion Cap: The cap used in a percussion cap Purchase DC. Revolvers rarely store more than 8 shots.
weapon, each one the firing of one bullet. The cap
contains a small amount of a sensitive explosive. Holdout: This quality is available for a pistol only. A
holdout pistol is small enough to be concealed with
Pistol: This is a small, one-handed or light firearm. Using relative ease, granting the wielder a +2 equipment bonus
a pistol requires the Pistol Firearms Proficiency feat. on Hide or Sleight of Hand checks to hide or palm the
weapon.
Powder Horn: Each horn contains sufficient powder for
12 shots from a flintlock weapon. Heavy: This quality is available for a pistol only. A heavy
pistol is larger than the standard model, firing heavier and
Swine Feather: This oddly named contraption is a more damaging shots.
forked metal rod used to support a long-barrelled musket.
It requires relatively soft ground for a secure mounting, Light: This quality is available for a pistol only. A light
which takes a standard action. This accessory grants a pistol is small enough to be used one-handed with some
+1 on attacks with a two-handed firearm. Some call hope of accuracy. Many characters keep several loaded
this device a ‘bipod,’ although unlike a true bipod it is light pistols in bandoliers to fire once per round without
usually deployed with the split end supporting the weapon needing to be reloaded.
instead of being set against the ground.
Rifling Barrel: The inside of the weapon’s barrel has
Firearm Qualities spiralling grooves that send a bullet spinning, increasing
A pistol or musket can have a number of qualities its range.
depending on the technology with which it is equipped.
These technologies add distinctive qualities to a weapon, Medium: This quality is available for a pistol only. This is
differentiating it from versions that do not have the the standard size for pistols used by military personnel.
features.
Steampower: This quality is available for a musket only.
Flintlock: In addition to the gunpowder that he places A steampower firearm is a strange contraption that
in the barrel, the wielder of a flintlock weapon pours attempts a different approach from powder detonation
another small amount into a firing pan near the trigger. for propelling a shot, with a decidedly interesting
A flint hammer strikes a steel surface, creating a spark result. Instead of using powder, a steampower firearm
that ignites the powder in the pan, which in turns ignites uses compressed steam generated in a backpack mini-

147
141.157.188.166
furnace, feeding it to the weapon through a rubber hose.  Critical: The threat range for a critical hit. If
Reloading takes a standard action as the wielder pulls the the threat is confirmed, a weapon deals double
lever to feed the chamber with the steam and drops the damage on a critical hit, according to the usual
shot down a breech-loading barrel. rules for multiplying damage.
 Reflex DC: Any creature caught within the burst
Explosives and Splash Weapons radius of an explosive may make a Reflex saving
These weapons explode or burst, dealing damage to throw against the DC given in this column for
EQUIPMENT & WEALTH

creatures or objects within an area. Explosives can be half damage.


thrown or set off in place, depending on the type of  Range Increment: If the weapon can be thrown,
explosive device. All explosives must be detonated. Some, its range increment is shown in this column.
such as grenades, include built-in detonators; pulling the Explosives with no range increment must be set in
pin on a grenade is a free action. Others require timers or place before being detonated.
other devices to set them off.  Weight: This column gives the weapon’s weight.

A splash weapon is a projectile that bursts on impact, Explosives and Splash Weapons
spewing its contents over an area and damaging any Many explosives require detonators. Many splash
creature or object within that area. Generally, creatures weapons, such as petrol bombs, are essentially homemade
directly hit by splash weapons take the most damage, devices; improvised explosives, in other words. The
while those nearby take less damage. Splash weapons purchase DC given in the Explosives and Splash Weapons
usually must be thrown to have effect. table reflects the typical cost of the necessary components.
See the Craft (chemical) skill for details on making
Explosives and splash weapons require no feat to use improvised explosives.
with proficiency unless they are fired or propelled from
some sort of launcher or other device, in which case the Acid, Mild: A character can throw a flask of acid as a
appropriate Weapon Proficiency feat for the launcher is grenadelike weapon. A flask is made of ceramic, metal,
necessary to avoid the –4 non-proficient penalty. or glass depending on the substance it has to hold, with a
tight stopper. It holds about 1 pint of liquid. This entry
All explosives and splash weapons are light weapons for represents any mild caustic substance.
purposes of wielding them.
Alchemist’s Fire: A character can throw a flask of
Explosives and Splash Weapons Traits alchemist’s fire, a substance that ignites in contact with air,
Explosives and splash weapons are described by a number as a splash weapon. A direct hit deals 1d6 points of fire
of statistics, as shown on the Explosives and Splash damage. Every creature within 5 feet of the point where
Weapons table. the flask hits takes 1 point of fire damage from the splash.
On the round following a direct hit, the target takes an
 Purchase DC: This is the purchase DC for a additional 1d6 points of damage. If desired, the target can
Wealth check to acquire the weapon. This use a full-round action to attempt to extinguish the flames
number reflects the base price and does not before taking this additional damage. Extinguishing the
include any modifier for purchasing the weapon flames requires a DC 15 Reflex saving throw. Rolling on
on the black market. the ground, which involves falling prone, provides the
 Damage/Direct Hit Damage: The primary damage target with a +2 bonus on the saving throw. Leaping into
dealt by the weapon. For explosives, the Damage a lake or magically extinguishing the flames automatically
column shows the damage dealt to all creatures smothers the fire.
within the explosive’s burst radius. For splash
weapons, the Direct Hit Damage column is used Burn Bomb: A burn bomb is a flask containing a
for a target directly struck by the weapon. flammable liquid, plugged with a rag. These items are
 Burst Radius/Splash Damage: For explosives, the easily made by hand, which requires a Craft (chemical)
burst radius is the area affected by the explosive. check at DC 10 or an Intelligence check at DC 15. To
All creatures or objects within the burst radius take use the bomb, the rag must first be lit, requiring a move
damage from the explosive. For splash weapons, action; a lighter or other source of flame is also required.
all creatures within 5 feet of the weapon’s impact The cocktail detonates in 2 rounds or upon impact with
point take splash damage equal to the amount a solid object, depending on which comes first. A target
shown in this column. that takes a direct hit is dealt an additional 1d6 points of
 Damage Type: Damage from explosives and splash fire damage in the following round and risks catching on
weapons is classified according to type: energy of fire.
a specific kind. Some creatures or characters may
be resistant or even immune to some forms of Crying Gas Grenade: These weapons are useful for
damage. literally smoking targets out of a confined area, although

148
141.157.188.166
Explosives and Splash Weapons
Purchase Damage Burst Reflex Range
Weapon DC Damage Critical Type Radius DC Increment Weight
Dynamite 12 2d6 — Concussion 5 ft. 15 10 ft. 1 lb.
Fragmentation 15 4d6 — Slashing 20 ft. 15 10 ft. 1 lb.
grenade

EQUIPMENT & WEALTH


Smoke grenade 10 — — — See text — 10 ft. 2 lb.
Crying gas 12 See text — — See text — 10 ft. 2 lb.
grenade
Detonator
Timer 7 — — — — — — 1/2 lb.
Wired 6 — — — — — — 1 lb.
Fuse 5 — — — — — — —
Direct
Purchase Hit Splash Damage Reflex Range
Weapon DC Damage Damage Critical2 Type DC Increment Weight
Acid, mild 6 1d6 1 20 Acid — 10 ft. 1 lb.
Burn bomb1 6 1d6 1 20 Fire — 10 ft. 1 lb.
Alchemist’s fire 9 1d6 1 20 Fire — 10 ft. 1 lb.
Holy water 10 2d43 13 20 Holy — 10 ft. 1 lb.
1
This weapon cannot be purchased as an item; the purchase DC given is for the weapon’s components.
2
Threat range applies to direct hits only; splash damage does not threaten a critical hit.
3
To undead creatures only

they are a very useful non-lethal alternative to dealing radius of the explosion increases by 50%. The character
with crowds. On the round that it is thrown, a crying gas may choose which increase to apply.
grenade fills a 5-foot radius with a cloud of irritant that
causes eyes to fill with tears. On the following round, it To set off dynamite using a fuse, the fuse must first be lit,
fills a 10-foot radius; on the third round it fills a 15-foot requiring a move action; a lighter or other source of flame
radius. It disperses after 10 rounds, though a moderate is also necessary. The amount of time until the dynamite
wind (11 miles per hour or more) disperses the smoke in explodes depends on the length of the fuse. A fuse can be
4 rounds and a strong wind (21 miles per hour or more) cut short enough for the dynamite to detonate in the same
disperses it in 1 round. round, allowing it to be used much like a grenade, or long
enough for it to take several minutes to detonate. Cutting
A character caught in a cloud of crying gas must make a the fuse to the appropriate length requires a move action.
Fortitude saving throw (DC 15) or be nauseated. This Dynamite is sold in boxes of 12 sticks. For the purpose
effect lasts as long as the character is in the cloud and for of using a Craft (chemical) check to manufacture it, it is
1d6 rounds after he leaves it. Those who succeed at their considered a simple explosive.
saving throws but remain in the cloud must continue
to make saving throws each round. A gas mask renders Detonator, Fuse: This is a chemically treated cord that
the target immune to the effects. A wet cloth held over burns rapidly from the point it is lit to its end, providing
the eyes, nose, and mouth provides a +2 bonus to the the user with varying amounts of time before the flame
Fortitude saving throw. reaches its destination, depending on the length of the
fuse. Cutting the right length of fuse and installing it
Dynamite: Dynamite is very stable under normal requires a Craft (chemical) check or an Intelligence check,
conditions. A stick of dynamite requires a fuse or with a DC of 15 for each. Failure means that the explosive
detonator to set it off. Additional sticks can be set off at does not go off. Failure by 10 or more means that there is
the same time if they are within the burst radius of the a 50% chance that the fuse was cut too short or too long
first stick, increasing the damage and burst radius of the by 1d4 rounds.
explosion. Each additional stick increases the damage by
+1d6 to a maximum of 10d6 and the burst radius by 5 Detonator, Timer: This is a clockwork timer connected
feet, to a maximum of 20 feet. to the detonator. Like an alarm clock, it can be set to
go off at a particular time of the day. At a +1 Purchase
It is possible to wire together several sticks of dynamite for DC, the timer is good enough to allow the user to set the
even greater explosive effect. Doing so requires a Craft explosive on a different day; it may only be set to go off a
(structural) check with a DC of 10 plus 1 per stick. If the maximum of seven days away.
character succeeds on the check, the damage or the burst

149
141.157.188.166
Detonator, Wire: The explosive connects by a wire to an 1 round. Smoke grenades are available in several colours,
activation device, usually a small box with a trigger device including white, red, yellow, green, and purple. As such,
that the user presses down on. The detonator comes with they can be used as signal devices. The purchase DC given
100 feet of wire. Longer lengths can be spliced in with a is for a box of 6 grenades.
Craft (structural or chemical) check at a DC of 10.

Fragmentation Grenade: The most common military Armour and Protection


Those who expect to be in harm’s way or who, by design
EQUIPMENT & WEALTH

grenade, this is a small explosive device that sprays


shrapnel in all directions when it explodes. The purchase or misfortune, find themselves there all too often, are
DC given is for a box of 6 grenades. habitual wearers of armour. Heavy armour is quickly
falling out of use due to the proliferation of firearms that
Holy Water: Holy water damages undead creatures and make such bulky and restricting protection somewhat
evil outsiders almost as if it were acid. A flask of holy moot, although many brave heroes venturing through
water can be thrown as a splash weapon. The flask breaks the still unexplored territories still tend to wield heavier
if thrown against the body of a corporeal creature; to use armour, as monsters and primitive humanoids have not
it against an incorporeal creature, the character must open adopted firearms… yet. Armies, particularly cavalries,
the flask and pour the holy water out onto an adjacent are opting for the half plate or even only a breastplate,
target. A direct hit by a flask of holy water deals 2d4 attempting to find a middle ground between protection
points of damage to an undead creature or an evil outsider. and mobility.
Each such creature within 5 feet of the point where the
flask hits takes 1 point of damage from the splash. Most classes provide at least light armour proficiency,
allowing those who desire such protection to wear at
Smoke Grenade: These weapons are used to create least a little something between them and the ravages of
temporary concealment. On the round when it is thrown, combat. To wear heavier armour effectively, a character
a smoke grenade fills an area 10 feet in diameter with can select the Armour Proficiency feats, but most classes
smoke. On the following round, it fills an area 20 feet in are automatically proficient with the armour types that
diameter, and on the third round it fills all an area 30 feet work best for them.
in diameter. The smoke obscures all sight, including the
darkvision ability. Any creature within the area has total Here is the format for armour entries, given as column
concealment; attacks suffer a 50% miss chance, and the headings on the Armour and Shields table below.
attacker cannot use sight to locate the target. It disperses
after 10 rounds, though a moderate wind (11 miles per Purchase DC: This is the cost of the armour for Small
hour or more) disperses the smoke in 4 rounds and a or Medium humanoid creatures. See Armour for Unusual
strong wind (21 miles per hour or more) disperses it in Creatures on page 153 for armour prices for other
creatures.

When Heshia did not give any further voice to her thoughts, Jerrek pulled himself to his aching feet and walked
purposefully across the tunnel to where she was sitting. He was trying not to be furious with her, but this was a
subject he was very sensitive about and she was treating him like a child.

‘All right,’ he said as evenly as he could manage. ‘Just what in the Blazing Hells did you mean by that?’

Heshia’s expression was unreadable as she looked up at him. It was as if five or six different emotions warred for
dominance on her face before giving up and leaving just a blank stare. ‘Just what I said, human. We did not have
to curse the gnomes with anything.’

Jerrek balled up a fist but immediately released it again. Heshia was not the enemy here, though her tone was
beginning to infuriate him. He made himself sit down next to her and keep his voice civil. ‘Explain.’ Then, almost
as an afterthought, ‘Please?’

Heshia sighed again and did something he did not expect. She reached out and took his hands into her own.
‘Human… Jerrek. What is wrong? You are taking this very personally.’

It was Thurdin that answered. ‘He lost a friend to old age when he was still a sproutling, woman. He told you all
about it last night when he was trying to climb into your bedroll.’ The grumpy old dwarf was fitting the end to a
canister grenade. It was quite clear that if Jerrek jumped him, which he seemed just about ready to do, the thing
just might go off and spray him down with crying gas. Jerrek settled for turning the colour of a beet, a reaction that
filled the tunnel with the thunder of dwarven laughter.

150
141.157.188.166
Armour/Shield Bonus: Each armour type grants an with no chance of arcane spell failure. If a character is
armour bonus to DR, while shields grant a shield bonus wearing armour and using a shield, add the two numbers
to DV. The armour bonus from a suit of armour does together to get a single magic failure chance.
not stack with other effects or items that grant an armour
bonus or provide Damage Reduction; instead, use the Speed: Medium or heavy armour slows the wearer down.
greater value. Similarly, the shield bonus from a shield The number on the Armour and Shields table is the
does not stack with other effects that grant a shield character’s speed while wearing the armour. All creatures

EQUIPMENT & WEALTH


bonus. of Medium size except dwarves have an unencumbered
speed of 30 feet and so they use the first column. Dwarves
Maximum Dex Bonus: This number is the maximum and Small creatures have an unencumbered speed of 20
Dexterity bonus to DV that this type of armour allows. feet and use the second column. A dwarf ’s land speed
Heavier armours limit mobility, reducing the wearer’s remains 20 feet even in medium or heavy armour or when
ability to dodge blows. This restriction does not affect carrying a medium or heavy load. Shields do not affect a
any other Dexterity-related abilities. Even if a character’s character’s speed.
Dexterity bonus to DV drops to 0 because of armour, this
situation does not count as losing a Dexterity bonus to Weight: This column gives the weight of the armour
DV. A character’s encumbrance (the amount of gear he sized for a Medium-size wearer. Armour fitted for Small
carries) may also restrict the maximum Dexterity bonus characters weighs half as much, and armour for Large
that can be applied to his Armour Class. Shields do not characters weighs twice as much.
affect a character’s maximum Dexterity bonus.
Armour Descriptions
Armour Check Penalty: Any armour heavier than Any special benefits or accessories to the types of armour
leather hurts a character’s ability to use some skills. found on the Armour and Shields table are described
An armour check penalty number is the penalty that below.
applies to Balance, Climb, Escape Artist, Hide, Jump,
Move Silently, Sleight of Hand, and Tumble checks that Armour Spikes: A character can add spikes to his
results from character’s wearing a certain kind of armour. armour, which allows him to deal extra piercing damage
Double the normal armour check penalty is applied to (see the Weapons table) on a successful grapple attack.
Swim checks. A character’s encumbrance (the amount of The spikes count as a martial weapon. If the character is
gear carried, including armour) may also apply an armour not proficient with them, you take a –4 penalty on grapple
check penalty. If a character is wearing armour and using checks when he tries to use them. You can also make a
a shield, both armour check penalties apply. regular melee attack (or off-hand attack) with the spikes
and they count as a light weapon in this case. A character
Nonproficient with Armour Worn: A character who cannot also make an attack with armour spikes if he
wears armour and/or uses a shield with which he is not already has made an attack with another off-hand weapon
proficient takes the armour’s (and/or shield’s) armour and vice versa. An enhancement bonus to a suit of armour
check penalty on attack rolls and on all Strength-based does not improve the spikes’ effectiveness but the spikes
and Dexterity-based ability and skill checks. The penalty can be made into magic weapons in their own right.
for nonproficiency with armour stacks with the penalty
for nonproficiency with shields. Breastplate: Effectively plate mail armour without most
of the arm and leg pieces, a breastplate suit concentrates
Sleeping in Armour: A character who sleeps in medium or the heaviest armour just over the vitals and leaves the
heavy armour is automatically fatigued the next day. He wearer’s limbs with limited protection. It comes with a
takes a –2 penalty on Strength and Dexterity and cannot helmet and greaves.
charge or run. Sleeping in light armour does not cause
fatigue. Buckler: This small metal shield is worn strapped to
the forearm. A character can use a bow, crossbow or
Magic Failure: Armour interferes with the gestures that musket without penalty while carrying it. He can also
a character must make to perform a ritual or activate a use his shield arm to wield a weapon (whether this is an
conduit. Magicians face the possibility of magic failure off-hand weapon or a use of the off hand to help wield a
if they are wearing armour. This failure applies to each two-handed weapon) but takes a –1 penalty on attack rolls
Ritual or level check used to activate the magic effect. while doing so. This penalty stacks with those that may
apply for fighting with the off hand and for fighting with
Activating Effects in Armour: A character who activates two weapons. In any case, if the character uses a weapon
a magic effect while wearing armour must usually make in his off hand, he does not benefit from the buckler’s DV
a magic failure roll. The number in the Magic Failure bonus for the rest of the round. A character cannot bash
Chance column on the Armour and Shields table is the someone with a buckler.
chance for the spell to fail and be ruined. If the effect can
be performed without gestures, however, it can be activated

151
141.157.188.166
Armour and Shields
Armour/ Armour Magic Speed
Purchase Shield Maximum Check Failure
Armour DC Bonus Dex Bonus Penalty Chance (30 ft.) (20 ft.) Weight1
Light armour
Padded 9 +1 +8 0 5% 30 ft. 20 ft. 10 lb.
Leather 11 +2 +6 0 10% 30 ft. 20 ft. 15 lb.
EQUIPMENT & WEALTH

Chain shirt 18 +4 +4 –2 20% 30 ft. 20 ft. 25 lb.


Medium armour
Hide 12 +3 +4 –3 20% 20 ft. 15 ft. 25 lb.
Scale mail 17 +4 +3 –4 25% 20 ft. 15 ft. 30 lb.
Chainmail 20 +5 +2 –5 30% 20 ft. 15 ft. 40 lb.
Breastplate 19 +5 +3 –4 25% 20 ft. 15 ft. 30 lb.
Heavy armour
Half-plate 20 +7 +0 –7 40% 20 ft. 2 15 ft. 2 50 lb.
Full plate 23 +8 +1 –6 35% 20 ft. 2 15 ft. 2 50 lb.
Shields
Buckler 12 +1 — –1 5% — — 5 lb.
Shield, light 7 +1 — –1 5% — — 5 lb.
wooden
Shield, light 10 +1 — –1 5% — — 6 lb.
steel
Shield, heavy 11 +2 — –2 15% — — 10 lb.
wooden
Shield, heavy 14 +2 — –2 15% — — 15 lb.
steel
Extras
Armour +1 — — — — — — +10 lb.
spikes
Padded +2 +2 -1 -1 — — — +1 lb.
overcoat
Shield spikes +1 — — — — — — +5 lb.
1
Weight figures are for armour sized to fit Medium-size characters. Armour fitted for Small characters weighs half as much and
armour fitted for Large characters weighs twice as much.
2
When running in heavy armour, you move only triple your speed, not quadruple.

Chain Shirt: A shirt, usually long sleeved, of interlocking Half-Plate: A somewhat ineffective compromise
rings of metal, a chain shirt is the light armour of choice between protection and weight, half-plate is actually more
for many warriors interested in effective protection restrictive to the wearer’s movement than full plate but
without a great deal of movement restriction. offers heavy protection at a lighter cost. Half-plate does
not have to be resized for new wearers, making it more
Chainmail: An extended form of the chain shirt, useful from a battlefield scavenger’s point of view. The
chainmail armour proper covers the arms and legs of the suit includes gauntlets.
wearer. This offers heavier protection at the expense of
movement and agility. The suit includes gauntlets. Scale Mail: Made of numerous metal or heavy leather
scales sewn over a protective backing much like banded
Full Plate: Consisting of a breastplate with a reinforced mail, scale mail covers most of the body and can provide
back, several separate plates for the extremities and effective protection to those who do not wish a heavier suit
vulnerable areas of the body and a raised collar to protect of armour and its commensurate penalties to movement
the neck, full plate is the most effective form of mundane and agility. The suit includes gauntlets.
armour commonly available. The suit includes gauntlets,
heavy leather boots, a visored helmet and a thick layer Shield, Heavy, Wooden or Steel: A character straps a
of padding that is worn underneath the armour. Each shield to his forearm and grips it with his hand. A heavy
suit of full plate must be individually fitted to its owner shield is so heavy that the shield hand cannot be used for
by a master armoursmith, although a captured suit can anything else.
be resized to fit a new owner; the Purchase DC of this
modification is 1d6+15.

152
141.157.188.166
Wooden or Steel: Wooden and steel shields offer Armour for Unusual Creatures
the same basic protection, though they respond Size Humanoid Non-humanoid
differently to special attacks.
Cost Weight Cost Weight
Tiny or smaller1 x1/2 x1/10 x1 x1/10
Shield Bash Attacks: A character can bash an
opponent with a heavy shield, using it as an off-hand Small x1 x1/2 x2 x1/2
weapon. See the Weapons table for the damage dealt Medium x1 x1 x2 x1

EQUIPMENT & WEALTH


by a shield bash. Used this way, a heavy shield is a Large x2 x2 x4 x2
martial bludgeoning weapon. For the purpose of Huge x4 x5 x8 x5
penalties on attack rolls, treat a heavy shield as a one- Gargantuan x8 x8 x16 x8
handed weapon. If a character is using the shield as Colossal x16 x12 x32 x12
a weapon, loses its DV bonus until his next action, 1
Divide the armour bonus by 2.
which in practice is usually until the next round. An
enhancement bonus on a shield does not improve the
effectiveness of a shield bash made with it, but the shield
Armour for Unusual Creatures
Armour and shields for unusually big creatures, unusually
can be made into a magic weapon in its own right.
little creatures and non-humanoid creatures have different
costs and weights from those given on the Armour and
Shield, Light, Wooden or Steel: As a heavy shield, but
Shields table. Refer to the appropriate row on the table
offering less protection. A light shield’s weight lets the
below and apply the multipliers to cost and weight for the
wielder carry other items in that hand, although he cannot
armour type in question. The non-humanoid category
use weapons with it.
listed on the chart provides the rules needed to craft
barding for monstrous and mundane mounts alike.
Shield Spikes: When added to a shield, these spikes
turn it into a martial piercing weapon. The spikes also
increase the damage dealt by a shield bash as if the shield Getting Into and Out of Armour
were designed for a creature one size category larger than The time required to don armour depends on its type; see
the wielder. A buckler cannot be fitted with shield spikes. the Donning Armour table.
Otherwise, attacking with a spiked shield is like making a
shield bash attack, for which see above. An enhancement  Don: This column tells how long it takes a
bonus on a spiked shield does not improve the effectiveness character to put the armour on. One minute is 10
of a shield bash made with it, but a spiked shield can be rounds. Readying (strapping on) a shield is only
made into a magic weapon in its own right. a move action.
 Don Hastily: This column tells how long it takes
Mastercraft Armour to put the armour on in a hurry. The armour
check penalty and armour bonus for hastily
Just as with weapons, a character can purchase or craft
donned armour are each 1 point worse than
mastercraft versions of armour or shields. Such a well-
normal.
made item functions like the normal version, with the
 Remove: This column tells how long it takes to
benefit that its armour check penalty is lessened by 1.
take the armour off. Loosing a shield (removing
A mastercraft suit of armour or shield adds +1 to the
it from the arm and dropping it) is only a move
purchase DC per bonus over and above the normal cost
action.
for that type of armour or shield; see the Master Artisan
feat. The mastercraft quality of a suit
of armour or shield never provides Donning Armour
a bonus on attack or damage rolls, Don
even if the armour or shield is used as Armour Type Don Hastily Remove
a weapon. All suits of magic armour Shield (any) 1 move action n/a 1 move action
and magic shields are automatically
Padded, leather, hide, 1 minute 5 rounds 1 minute1
considered to be of mastercraft quality.
studded leather, or
chain shirt
Breastplate, scale mail, 4 minutes1 1 minute 1 minute1
chainmail, banded
mail, or splint mail
Half-plate or full plate 4 minutes2 4 minutes1 1d4+1 minutes1
1
If the character has some help, cut this time in half. A single character doing nothing
else can help one or two adjacent characters. Two characters cannot help each other
don armour at the same time.
2
The wearer must have help to don this armour. Without help, it can be donned only
hastily.

153
141.157.188.166
Adventuring Gear Grappling Hook: Throwing a grappling hook
successfully requires a Use Rope check at DC 10, +2 per
This section includes several items that characters can find
10 feet of distance thrown.
useful when they go out into the wild, although some may
have a use in relatively tamer environments like city sewers
Hammer: If a hammer is used in combat, treat it as a
and discovered ruins.
one-handed improvised weapon that deals bludgeoning
damage equal to that of a spiked gauntlet of its size.
Adventuring Gear and Other
EQUIPMENT & WEALTH

Goods Ink: This category of item describes basic, coal-derived


Several of the items listed on the above tables are described black ink. There are inks available in other colours but
below, along with any special benefits they confer on the they cost +3. Certain special colours (such as violet and
user. bright red) may have a purchase DC of +4 or +6 the listed
price, depending on the rarity of the plants and minerals
Caltrops: A caltrop is a four-pronged iron spike crafted used to make them.
so that one prong faces up no matter how the caltrop
comes to rest. A character scatters caltrops on the ground Jug, Clay: This basic ceramic jug is fitted with a stopper
in the hope that his enemies step on them or are at least and holds 1 gallon of liquid.
forced to slow down to avoid them. One two-pound bag
of caltrops covers an area 5 feet square. Lamp, Common: A lamp clearly illuminates a 15-foot
radius, provides shadowy illumination out to a 30-foot
Each time a creature moves into an area covered by radius and burns for 6 hours on a pint of oil. A character
caltrops, or spends a round fighting while standing in can carry a lamp in one hand.
such an area, it might step on one. The caltrops make an
attack roll (base attack bonus +0) against the creature. For Lantern, Bullseye: A bullseye lantern provides clear
this attack, the creature’s shield, armour, and deflection illumination in a 60-foot cone and shadowy illumination
bonuses do not count. If the creature is wearing shoes or in a 120-foot cone. It burns for 6 hours on a pint of oil. A
other footwear, it gets a +2 armour bonus to DV. If the character can carry a bullseye lantern in one hand.
caltrops succeed on the attack, the creature has stepped
on one. The caltrop deals 1 point of damage, and the Lantern, Hooded: A hooded lantern clearly illuminates
creature’s speed is reduced by one-half because its foot a 30-foot radius and provides shadowy illumination in a
is wounded. This movement penalty lasts for 24 hours, 60-foot radius. It burns for 6 hours on a pint of oil. A
or until the creature is successfully treated with a DC 15 character can carry a hooded lantern in one hand.
Heal check, or until it receives at least 1 point of magical
curing. A charging or running creature must immediately Lighter: A lighter holds a small amount of a flammable
stop if it steps on a caltrop. Any creature moving at half substance ignited by a flint striking metal, similar to a
speed or slower can pick its way through a bed of caltrops firearm. Its flame lights a 5-foot area as a candle does but
with no trouble. Caltrops may not be effective against it burns for 3 hours. A single flask of oil can refill two
unusual opponents. lighters. It is much easier to light fuses with a lighter than
with any other source of flame.
Candle: A candle dimly illuminates a 5-foot radius and
burns for 1 hour. Manacles and Manacles, Mastercraft: Manacles can
bind a Medium-size creature. A manacled creature can
Chain: Chains are assumed to be made of iron, have a use the Escape Artist skill to slip free, with a DC of 30, or
hardness of 10 and possess 5 hit points. They can be burst DC 35 for masterwork manacles. Breaking the manacles
with a DC 26 Strength check. Stronger chains may exist, requires a Strength check with a DC of 26, or DC 28
at a higher cost, at the Games Master’s discretion. for masterwork manacles. Manacles have hardness 10
and 10 hit points. For the same cost, a character can
Compass: A compass always points to the magnetic buy manacles for a Small creature. For a Large creature,
north and provides a +2 bonus to Navigate checks. manacles have a purchase DC of the indicated amount +2
and for a Huge creature, the indicated amount +10. Only
Crowbar: A crowbar grants a +2 circumstance bonus specially made manacles can hold Gargantuan, Colossal,
on Strength checks made for purposes of prying things Tiny, Diminutive, and Fine creatures.
open. If used in combat, treat a crowbar as a one-handed
improvised weapon that deals bludgeoning damage equal Oil: A pint of oil burns for 6 hours in a lantern. A
to that of a club of its size. character can use a flask of oil as a splash weapon. Use the
rules for alchemist’s fire, except that it takes a full round
Flint and Steel: Lighting a torch with flint and steel is action to prepare a flask with a fuse. Once it is thrown,
a full-round action and lighting any other fire with them there is a 50% chance of the flask igniting successfully. A
takes at least that long. character can pour a pint of oil on the ground to cover an

154
141.157.188.166
Adventuring Gear
Purchase Lantern, hooded 11 2 lb.
Item DC Weight Lighter 8 —
Backpack (empty) 6 2 lb. Manacles 13 2 lb.
Barrel (empty) 6 30 lb. Manacles, mastercraft 16 2 lb.
Basket (empty) 3 1 lb. Mirror, small steel 17 1/2 lb.

EQUIPMENT & WEALTH


Bedroll 2 5 lb. Mug/Tankard, clay 2 1 lb.
Bell 4 — Oil (1-pint flask) 2 1 lb.
Blanket, winter 3 3 lb. Paper (sheet) 3 —
Bottle, wine, glass 6 — Parchment (sheet) 2 —
Bucket (empty) 3 2 lb. Pick, miner’s 8 10 lb.
Caltrops 4 2 lb. Pitcher, clay 2 5 lb.
Candle (10) 2 — Piton 2 1/2 lb.
Canvas (sq. yd.) 2 1 lb. Pocket Watch 18 —
Case, map or scroll 4 1/2 lb. Pole, 10-foot 2 8 lb.
Chain (10 ft.) 16 2 lb. Pot, iron 3 10 lb.
Chalk, 10 pieces 2 — Pouch, belt (empty) 4 1/2 lb.
Chest (empty) 6 25 lb. Rations, trail (per day) 3 1 lb.
Clock, alarm 15 1 lb. Rope, hempen (50 ft.) 4 10 lb.
Compass 15 — Rope, silk (50 ft.) 12 5 lb.
Crowbar 6 5 lb. Sack (empty) 2 1/2 lb.
Firewood (10 days) 2 20 lb. Sealing wax 4 1 lb.
Fishhook 2 — Sewing needle 3 —
Fishing net, 25 sq. ft. 9 5 lb. Signal whistle 3 —
Flask (empty) 2 1 1/2 lb. Signet ring 10 —
Flint and steel 4 — Sledge 4 10 lb.
Grappling hook 4 4 lb. Soap (per lb.) 3 1 lb.
Hammer 3 2 lb. Spade or shovel 6 8 lb.
Ink (1 oz. vial) 5 — Spyglass 23 1 lb.
Inkpen 2 — Tent 12 20 lb.
Jug, clay 2 9 lb. Torch (10) 2 1 lb.
Ladder, 10-foot 2 20 lb. Vial, ink or potion 4 1/10 lb.
Lamp, common 2 1 lb. Waterskin 4 4 lb.
Lantern, bullseye 13 3 lb. Whetstone — 1 lb.

area 5 feet square, provided that the surface is smooth. If Vial: A vial holds 1 ounce of liquid. The stoppered
lit, the oil burns for 2 rounds and deals 1d3 points of fire container usually is no more than 1 inch wide and 3
damage to each creature in the area. inches high.

Rope, Hempen: This rope has 2 hit points and can be Special Substances and Items
burst with a DC 23 Strength check. A character may use the Craft (chemical) skill to make any
of these substances, with the exception of the everburning
Rope, Silk: This rope has 4 hit points and can be burst torch. A Games Master may restrict access to these items
with a DC 24 Strength check. It is so supple that it and deny starting characters the option of purchasing
provides a +2 circumstance bonus on Use Rope checks. them with starting funds.
Spyglass: Objects viewed through a spyglass are Match: The alchemical substance on the end of this
magnified to twice their size. small, wooden stick ignites when struck against a rough
surface. Creating a flame with a match is much faster than
Torch: A torch burns for 1 hour, clearly illuminating a creating a flame with flint and steel (or a magnifying glass)
20-foot radius and providing shadowy illumination out to and tinder, although not as fast as with a lighter. Lighting
a 40- foot radius. If a torch is used in combat, treat it as a torch with a match is a standard action (rather than a
a one-handed improvised weapon that deals bludgeoning full-round action) and lighting any other fire with one is
damage equal to that of a gauntlet of its size, plus 1 point at least a standard action.
of fire damage.

155
141.157.188.166
Smokestick: This alchemically treated wooden stick chance to mispronounce activation words. Since a
instantly creates thick, opaque smoke when ignited. The character does not need to hit a specific target, a character
smoke fills a 10- foot cube to provide concealment like a can simply aim at a particular spot. Treat the target spot
smoke grenade. The stick is consumed after 1 round, and as DV 5.
the smoke dissipates naturally.

Sunrod: This 1-foot-long, gold-tipped, iron rod glows Professional Equipment


This category covers a wide variety of specialised
EQUIPMENT & WEALTH

brightly when struck. It clearly illuminates a 30-foot


radius and provides shadowy illumination in a 60-foot equipment used by professionals in adventure-related
radius. It glows for 6 hours, after which the gold tip is fields. Some objects contain the tools necessary to use
burned out and worthless. certain skills optimally. Without the use of these items,
often referred to as kits, skill checks made with these skills
Tanglefoot Bag: When a character throws a tanglefoot are at a –4 penalty. Skills and the kits they are associated
bag at a creature (as a ranged touch attack with a range with are listed below. See the descriptions of the kits for
increment of 10 feet) the bag comes apart and the goo additional details. Note that kits should be restocked
inside bursts out, entangling the target and then becoming periodically, which involves a purchase DC 5 less than
tough and resilient upon exposure to air. An entangled the original purchase DC. Note that some skills, by their
creature takes a –2 penalty on attack rolls and a –4 penalty nature, require a piece of equipment to utilize.
to Dexterity and must make a DC 15 Reflex saving
throw or be glued to the floor, unable to move. Even on Skill Associated Item
a successful saving throw, it can move only at half speed. Climb Climbing gear
Huge or larger creatures are unaffected by a tanglefoot Craft (chemical) Chemical kit
bag. A flying creature is not stuck to the floor but it must Craft (expression) Artisan kit
make a DC 15 Reflex saving throw or be unable to fly Photographic camera
(assuming it uses its wings to fly) and fall to the ground. Craft (mechanical) Mechanical tool kit
A tanglefoot bag does not function underwater. Craft (pharmaceutical) Pharmacist kit
Craft (structural) Mechanical tool kit
A creature that is glued to the floor (or unable to fly) Artisan tool kit
can break free by making a DC 17 Strength check or by Disable Device Electrical tool kit
dealing 15 points of damage to the goo with a slashing Mechanical tool kit
weapon. A creature trying to scrape goo off itself, or Lockpick set
another creature attempting to do the same to an afflicted
Disguise Disguise kit
creature, does not need to make an attack roll; hitting the
Forgery Forgery kit
goo is automatic, after which the creature that hit makes
a damage roll to see how much of the goo was scraped Investigate Evidence kit
off. Once free, the creature can move (including flying) Perform (keyboards) Instrument, keyboard
at half speed. The goo becomes brittle and fragile after Perform (percussion) Instrument, percussion
2d4 rounds, cracking apart and losing its effectiveness. An Perform (stringed) Instrument, stringed
application of mild acid to a stuck creature dissolves the Perform (wind) Instrument, wind
alchemical goo immediately. Repair Electrical tool kit
Mechanical tool kit
Thunderstone: A character can throw this stone as a Multipurpose tool
ranged attack with a range increment of 20 feet. When Treat Injury First aid kit
it strikes a hard surface (or is struck soundly by a hard Medical kit
object or any attack capable of doing lethal damage) it Surgery kit
creates a deafening bang that is treated as a sonic attack.
Each creature within a 10-foot-radius spread must make Artisan Kit: These special tools include the items needed
a Fortitude saving throw at DC 15 or be deafened for 1 to make objects with the Craft (structural) skill with a
hour. A deafened creature, in addition to the obvious more artistic bent, as well as the tools needed for Craft
effects, takes a –4 penalty on initiative and has a 20% (expression) checks. Skill checks made without an artisan
kit incur a –4 penalty.
Special Substances
Chemical Kit: A portable laboratory for use with the
Item Cost Weight Craft (chemical) skill, a chemical kit includes the tools
Match 4 — and components necessary for mixing and analysing
Smokestick 14 1/2 lb. acids, bases, explosives, toxic gases, and other chemical
Sunrod 6 1 lb. compounds.
Tanglefoot bag 17 4 lb.
Thunderstone 16 1 lb. Climbing Gear: Consisting of pitons, clamps, special
pulleys, and other specialised gear, this is the perfect set of
156
141.157.188.166
tools for climbing and gives characters a +2 circumstance Instrument, Percussion: This is a set of drums, necessary
bonus on Climb checks. in order to use the Perform (percussion) skill.

Disguise Kit: This kit contains everything needed to use Instrument, Stringed: This is a guitar or similar item,
the Disguise skill, including makeup, brushes, mirrors, necessary in order to use the Perform (stringed) skill.
wigs, and other accoutrements. It does not contain
clothing or uniforms, however. A disguise kit is exhausted Instrument, Theremin: This strange device produces

EQUIPMENT & WEALTH


after ten uses. tonal sounds by varying electromagnetic frequencies.
Both the Perform (keyboards) and Perform (stringed) skills
Evidence Kits: Law enforcement agencies around the are useful for playing the theremin, although Knowledge
Empire use generally the same tools to gather evidence (physical sciences) and Knowledge (technology) work
as forensics becomes a standard method of criminal as well, bridging the gap between art and science. The
investigation. Having an evidence kit does not grant theremin’s sound has hauntingly voice-like qualities when
access to an imperial agency’s crime lab; it merely assists played right.
in the proper gathering and storing of evidence for use by
such a lab. Without an evidence kit, a character receives Instrument, Wind: A flute, necessary in order to use the
a –4 penalty to use the collect evidence option of the Perform (wind) skill.
Investigate skill.
Lockpick Set: A lockpick set includes picks and tension
 Basic: A basic evidence kit includes clean bars for opening locks operated by standard keys. A
containers, labels, gloves, tweezers, swabs, and lockpick set allows a character to make Disable Device
other items to gather bits of physical evidence and checks to open mechanical locks (deadbolts, keyed entry
prevent them from becoming contaminated. locks, and so forth) without penalty.
 Advanced: An Advanced kit includes all the
materials in a basic kit, plus supplies for analysing Mechanical Tool Kit: This collection of hand tools and
narcotic substances at the scene and for gathering small parts typically includes a variety of pliers, drivers,
more esoteric forms of physical evidence such as cutting devices, fasteners, and even drillers.
casts and moulds of footprints, as well as chemical
residues and organic fluids. It also contains  Basic: This kit, which fits in a portable toolbox,
the necessary dusts, sprays, brushes, adhesives, allows a character to make Repair checks for
and cards to gather fingerprints. It grants a +2 mechanical devices without penalty.
equipment bonus on Investigate checks under  Advanced: This kit fills a good-sized shop cabinet.
appropriate circumstances, which are occasions It includes a broad variety of specialised hand
when the Games Master rules that the equipment tools and a selection of high-quality power tools.
in the kit can be of use in the current situation. It grants a +2 equipment bonus on Repair checks
for mechanical devices and allows a character to
Using an Advanced kit to analyse a possible narcotic make Craft (mechanical) or Craft (structural)
substance or basic chemical requires a Craft (chemical) checks without penalty.
check at DC 15. In this case, the +2 equipment bonus
does not apply. Medical Kit: About the size of a large tackle box, this is
the sort of kit commonly carried by military and private
First Aid Kit: This kit contains enough supplies, along medics. It contains a wide variety of medical supplies and
with simple instructions for their use, to treat an injury equipment. A medical kit can be used to treat a dazed,
before transporting the injured person to a medical unconscious, or stunned character, to provide long-term
professional. A first aid kit can be used to help a dazed, care, to restore hit points, to treat a diseased or poisoned
unconscious, or stunned character by making a Treat character, or to stabilise a dying character, for which see
Injury check at DC 15. A first aid kit can be used only the Treat Injury skill. Skill checks made without a medical
once. Skill checks made without a first aid kit incur a –4 kit incur a –4 penalty.
penalty.
Multipurpose Tool: This device contains several
Forgery Kit: This kit contains everything needed to use different screwdrivers, a knife blade or two, can opener,
the Forgery skill to prepare forged items. Depending bottle opener, file, short ruler, scissors, tweezers, and wire
on the item to be forged, a character might need legal cutters. The whole thing unfolds into a handy pair of
documents or other items not included in the kit. pliers. A multipurpose tool can lessen the penalty for
making Repair, Craft (mechanical) or Craft (structural)
Instrument, Keyboard: This is a keyboard instrument checks without appropriate tools to –2 instead of
such as a piano or a clavichord, necessary in order to use the normal –4. The tool is useful for certain tasks as
the Perform (keyboard) skill. determined by the Games Master but may not be useful
in all situations.

157
141.157.188.166
It was some time before Heshia could induce Jerrek to look up at her, much less talk to her. She shot another sour
look at the dwarf but was only greeted with the sight of an engineer looking far too pleased with himself. Gearbolt
and Gailion were both staying out of the situation, though the cog was possibly seeking a level of revenge for Jerrek.
Gearbolt was administering what seemed like very rough surgery to Thurdin in an attempt to get shrapnel out of his
still-mangled arm, something the grinning dwarf was only barely tolerating without howling in pain.

‘Jerrek, it’s all right. My people do not embarrass easily.’


EQUIPMENT & WEALTH

He rolled over to look at the tunnel wall again. ‘Well, mine do. I swear, I am going to get even with that cave-dweller
some day. He has to sleep eventually.’

Heshia did not try to turn him around again. Instead, she put her hand on his shoulder and said quietly, ‘You
wanted to know what I meant about about the gnomes?’ A tense nod was her only reply. ‘We did not have to curse
the gnomes because they did it to themselves. The races of my world are very magical but the gnomes were more
interested in science than sorcery. Magic is in our blood, Jerrek. It makes us what we are. It’s… it is why your world
hurts us so much. You humans are killing its magic. That, in turn, is killing us.’

Before he could respond, she continued. ‘Gnomes developed science on our world long before they brought it here
to yours. They did not listen to the wiser counsel of the elves; instead they kept pushing and pushing until they
discovered the secrets of steel and steam. It… it changed them. To grasp science is, at some level, to turn one’s back
on magic.’

Her hand clenched at him a little harder. ‘Magic is in our blood just like it is with the gnomes, but they gave up the
greater part of that to learn their damned craft. They got what they wanted, but it cost them so much. Too much.
Do you… do you understand?’

Photographic Camera: Photography is a new art as well lens, turning it into an exact, although colourless,
as a science, threatening to displace painting and drawing rendition of the scene it shot at. Developing a photo plate
as the way to depict reality in a static image. Characters requires a Craft (chemical) check at DC 10.
are allowed to make Spot checks using the photograph
of a scene or person at varying difficulties. The Games Pharmacist Kit: A portable pharmacy for use with the
Master determines if the photograph does indeed contain Craft (pharmaceutical) skill, a pharmacist kit includes
anything useful for the characters to spot in the picture. everything needed to prepare, preserve, compound,
analyse and dispense medicinal drugs.
 Portable: This handy camera is slightly larger than
a hatbox and can be hung comfortably from the Surgery Kit: This small set of delicate and sterile tools
neck with a leather strap. A portable photographic includes tools for cutting flesh and bone as well as other
kit comes with a tripod and a flash bulb that uses, apparently ghastly instruments that a character needs
of all things, gunpowder equivalent to a shot in order to perform surgery with the Treat Injury skill,
from a flintlock firearm’s firing. Due to the basic provided he has the Surgery feat for the training necessary
quality of the lenses and the handling of resulting to both perform the procedures and use this kit’s tools.
plates, Spot checks using the photographs have a
base DC of 20, modified by whatever interesting
thing can be found in the image. Clothing
 Studio: This big, hulking apparatus is heavy The items described here represent special clothing types,
and cumbersome. A heavy camera with a wide or unusual outfits that a character might need to purchase.
array of lenses rests atop a wheeled contraption. For the most part, clothing choice is based on character
The studio kit comes with a pair of rails to move concept. It is generally assumed that a character owns
the camera in and out, and a flash bulb as per a a reasonable wardrobe of the sorts of clothes that fit his
portable camera. Because of the higher-quality or her lifestyle. Sometimes, however, a character might
lenses of a studio camera, Spot checks using its need something out of the ordinary. When that is the
photographs have a base DC of 15, modified by case, he will have to purchase it like any other piece of
whatever interesting thing can be found in the gear. Mastercraft clothing exists but its craftsmanship
image. merely increases its value and perhaps makes it harder to
rip or tear; otherwise, it has no other game effect other
Photo Plate: This wooden or metal plate accommodates than to impress others. Clothes have two effects on game
special paper that captures light shone on it by a camera’s mechanics: one on Disguise checks, and one on Sleight
of Hand checks.

158
141.157.188.166
Professional Equipment wearing street dress will have a difficult time doing
Purchase so. This difficulty this translates to a –2 penalty
Item DC Size Weight on Charisma-based skill checks to influence
such individuals. A courtier’s outfit that is worn
Artisan kit 15 Small 3 lb.
without accompanying jewellery (Purchase DC
Chemical kit 16 Med 6 lb.
17) makes a wearer look like an out-of-place
Climbing gear 17 Med 8 lb. commoner.

EQUIPMENT & WEALTH


Disguise kit 12 Med 5 lb.  Explorer: This is a full set of clothes for someone
Electrical tool kit who never knows what to expect. It includes
Basic 14 Large 12 lb. sturdy boots, leather breeches or a skirt, a belt,
Advanced 21 Huge 33 lb. a shirt (perhaps with a vest or jacket), gloves,
Evidence kit and a cloak. Rather than a leather skirt, a leather
Basic 7 Med 6 lb. overtunic may be worn over a cloth skirt. The
Advanced 15 Med 8 lb. clothes have plenty of pockets, especially the
First aid kit 5 Small 3 lb. cloak. The outfit also includes any extra items a
Forgery kit 12 Small 3 lb. wilderness traveller might need, such as a scarf or
a wide-brimmed hat.
Instrument, keyboard 12 Large 12 lb.
 Noble: This set of clothes is designed specifically
Instrument, percussion 14 Huge 50 lb.
to be expensive and to show it. Precious metals
Instrument, stringed 13 Large 7 lb. and gems are worked into the clothing. To fit into
Instrument, theremin 13 Small 5 lb the noble crowd, every would-be noble also needs
Instrument, wind 8 Tiny 1 lb. a signet ring and jewellery, which have a purchase
Lockpick set 9 Tiny 1 lb. DC of 20.
Mechanical tool kit  Royalty: This is just the clothing, not the royal
Basic 13 Large 22 lb. sceptre, crown, ring, and other accoutrements.
Advanced 20 Huge 45 lb. Royal clothes are still very regal and ostentatious,
Medical kit 15 Med 5 lb. often adorned with gems, gold, silk, and fur in
Multipurpose tool 9 Tiny 1/2 lb. abundance.
Pharmacist kit 17 Med 6 lb.  Street clothes: The perfect fit for a gentleman of
means but not exceeding function, street clothes
Photographic camera
include pants, shirt and a simple coat or vest with
Portable 18 Small 5 lb.
belts or suspensors, or a simple yet proper dress
Studio 21 Large 40 lb. or skirt. Street clothes are hardly appropriate for
Photo plate 4 Dim 1/2 lb. adventuring but are ideal for daily interaction.
Surgery kit 16 Med 5 lb.  Uniform: From a dock official to a senior army
officer, people on the job tend to wear uniforms,
First, clothing is part of a disguise. See the Disguise skill making such clothing an essential part of some
description for more on how appropriate dress affects disguises, since a uniform inclines people to trust
Disguise checks. Clothes also help to hide firearms, the wearer.
body armour, and small objects. Tightly tailored clothing
imposes a penalty on an attempt to conceal an object; Outerwear: In addition to keeping a character warm and
clothing purposely tailored to conceal objects provides a dry, coats and jackets provide additional concealment for
bonus. things a character is carrying. They often qualify as loose
or bulky clothing; see Concealed Weapons and Objects.
Clothing Outfit: An outfit of clothing represents
everything a character needs to dress a part: pants or  Coat: An outer garment worn on the upper body.
skirt, shirt, undergarments, appropriate shoes or boots, Its length and style vary according to fashion and
socks or stockings, and any necessary belt or suspenders. use.
The clothes a character wears does not count against the  Cloak: This garment grants the wearer a +2
weight limit for encumbrance. equipment bonus on Fortitude saves made to
resist the effects of cold weather.
 Commoner: This set of clothes consists of a loose  Hat: Either a simple cap or beret, or an elegant
shirt and baggy breeches, or a loose shirt and skirt top hat or utilitarian bowler hat, it is something
or overdress. The shoes are simple and probably that goes on the head both to protect it from the
of poor quality. weather and to look good.
 Courtier: This outfit includes fancy, tailored  Overcoat: A warm coat worn over a suit jacket or
clothes in whatever fashion happens to be the indoor clothing.
current style in the courts of the nobles. Anyone  Artisan’s Vest: Made of cotton with mesh panels
trying to influence nobles or courtiers while to keep the wearer cool, the artisan’s vest has

159
141.157.188.166
Clothing Housing: The purchase DC of a habitation covers the
Purchase down payment, not the total cost of the home. The small
Item DC Size Weight house and flat are one- or two-bedroom homes. The large
flat and medium house are three-bedroom homes with a
Clothing outfit
small garden and space for a car, a cart or a wagon, plus a
Commoner Med 2 lb. 2
horse for the latter two. The large house is a four-bedroom
Courtier Med 6 lb. 16 home with a good-sized garden and space for a coach, or
Explorer Med 8 lb. 12
EQUIPMENT & WEALTH

two cars, cart or wagon and the latter’s complimentary


Noble Med 10 lb. 19 horses, while the mansion is a five- or six-bedroom home
Royalty Med 15 lb. 22 with an extra den, spacious rooms throughout, a spacious
Street Med 4 lb. 4 garden and space for two coaches or three cars, carts or
Uniform Med 2 lb. 9 wagons and the latter’s horses. All of these homes are of
Outerwear typical construction; luxury appointments are available
Coat Med 2 lb. 8 with a +2 increase to the purchase DC.
Hat Tiny 1/2 lb. 7
Overcoat Med 3 lb. 9 Location dramatically affects a home’s value. The given
purchase DC assumes a typical suburban location. An
Cloak Med 3 lb. 9
undesirable location, such as a bad neighbourhood or
Artisan’s vest Med 1 lb. 9
a remote rural site, reduces the purchase DC by 2. A
Smoking Med 2 lb. 10 particularly good location in an upscale neighbourhood
jacket or city centre increases the purchase DC by 2.
Tool belt Small 2 lb. 9
Special Accommodations: These are special rooms that
numerous obvious (and hidden) pockets. It are added to a home. A character that is obsessive enough
counts as loose and bulky clothing when used to could use one as his habitation. Each room allows for the
conceal Small or smaller weapons, and also grants use of a certain number of skills as per the professional
the ‘modified to conceal an object’ bonus when kits by a single character and one assistant. Add +2 to
used to conceal Tiny or smaller objects. It has the Purchase DC to make the accommodations into
many loops to allow a character to carry the tools advanced versions that grant a +2 bonus to skill checks;
from any of the profession kits. add +2 for every additional character allowed to work at
 Smoking jacket: This coat is light and made to the same time and +1 for additional assistants. Note that
be used indoors to protect normal clothing from the assistants must be paid for separately. Add +3 if the
picking up the smell of burning tobacco, although accommodation has a secret entrance.
they are quite finely crafted nonetheless.
 Personal Crime Lab: A character with a personal
Tool Belt: This sturdy leather belt has numerous pockets crime lab can analyse any evidence recovered
and loops for tools, nails, pencils and other necessities for in a crime scene with appropriate skill checks
repair and construction work, making it easy to keep about (Investigate, Knowledge and Craft skills).
10 pounds of items on hand. The pockets are, however,  Personal Workshop: Within a personal workshop,
open and items can easily fall out if the belt is tipped. a character can build items of up to Large size
with the Craft (mechanical) and Craft (structural)
Food and Lodging skills. Add +3 for every size increment of items
that may be built there.
This section covers the essential requirements of keeping  Personal Chemical Lab: A character working
a roof of some sort over one’s head and a hot meal on the within this facility can craft substances with the
table. Craft (pharmaceutical) and Craft (chemical)
skills.
Inn: Poor accommodations at an inn amount to a place  Ritual Space: A character may conduct magic
on the floor near the hearth. Common accommodations rituals and enchantments in his personal ritual
consist of a place on a raised, heated floor, the use of a space. The ritual space may be built upon a
blanket and a pillow. Good accommodations consist of a place of power (see pg 292) with an increase in its
small, private room with one bed, some amenities and a Purchase DC equal to the place of power’s bonus.
covered chamber pot in the corner.  Sanctum: A character may safely conduct
séances and other psychic concentration efforts
Meals: Poor meals might be composed of bread, baked uninterrupted in his personal sanctum. A private
turnips, onions and water. Common meals might consist sanctum adds a +1 to applicable skill checks made
of bread, chicken stew, carrots and watered-down ale or to use or maintain psychic powers but this benefit
wine. Good meals might be composed of bread and is only applicable to the single character the
pastries, beef, peas and ale or wine. sanctum is constructed to serve.

160
141.157.188.166
Food and Lodging protection than light barding but at the expense of speed.
Purchase Barding can be made of any of the armour types found
Item DC Weight on the Armour and Shields table. Armour for a horse (a
Large non-humanoid creature) costs four times as much
Ale (gallon) 2
as armour for a human (a Medium humanoid creature)
Banquet (per person) 12 —
and also weighs twice as much as the armour found on
Inn stay (per day) the Armour and Shields table; see Armour for Unusual

EQUIPMENT & WEALTH


Good 6 — Creatures.
Common 4 —
Poor 2 — If the barding is for a pony or other Medium-size mount,
Meals (per day) the cost is only double and the weight is the same as for
Good 4 — Medium armour worn by a humanoid. Medium or heavy
Common 3 — barding slows a mount that wears it, as shown on the table
Poor 2 — below. Flying mounts cannot fly in medium or heavy
Meat, chunk of 2 1/2 lb. barding.
Wine
Common (pitcher) 3 6 lb. Base Speed
Fine (bottle) 8 1 1/2 lb. Barding (40 ft.) (50 ft.) (60 ft.)
Housing Medium 30 ft. 35 ft. 40 ft.
Small flat 28 — Heavy 30 ft.1 35 ft.1 40 ft.1
1
Large flat 30 — A mount wearing heavy armour moves at only triple its
Small house 30 — normal speed when running instead of quadruple.
Medium house 32 —
Removing and fitting barding takes five times as long as
Large house 34 —
the figures given on the Donning Armour table. A barded
Mansion 36 — animal cannot be used to carry any load other than the
Special Accommodations rider and normal saddlebags.
Personal crime lab 25 —
Personal workshop 23 — Dog, Riding: This Medium dog is specially trained to
Personal chemical lab 24 — carry a Small humanoid rider. It is brave in combat like a
Ritual space 25 — warhorse. Characters take no damage when falling from
Sanctum 21 — a riding dog.

Donkey or Mule: Donkeys and mules are stolid in the


Transportation and face of danger, hardy, surefooted, and capable of carrying
Communication heavy loads over vast distances. Unlike a horse, a donkey
or a mule is willing (though not eager) to enter dungeons
In the Steampunk age, mobility across great distances
and other strange or threatening places.
is much easier than when progress had not started its
mad dash towards technological solutions. However, the
Feed: Horses, donkeys, mules and ponies can graze to
relative unreliability or excessive expense of some modes
sustain themselves but providing feed for them is much
of transport means that the old modes of travel are still
better. If a character has a riding dog, it must be fed some
kept around.
meat as part of its daily diet.
The vehicles in this section were once made as amazing
Horse: A horse (other than a pony) is suitable as a mount
machines but they are so time-tested now that they
for a human, dwarf, elf, half-elf, or half-orc. Warhorses
acquired their own characteristics. As a result, they no
and warponies can be ridden easily into combat. Light
longer abide by the rules of the amazing machines creation
horses, ponies, and heavy horses are hard to control in
system, although they share characteristics; see the Power
combat.
of Steam chapter. The rules for using vehicles in combat
and action sequences are detailed in the A World of
Saddle, Exotic: An exotic saddle is like a normal saddle
Adventure chapter.
of the same sort except that it is designed for an unusual
mount. Exotic saddles come in military, pack and riding
Mounts and Related Gear styles.
Barding, Medium Creature and Large Creature:
Barding is a type of armour that covers the head, neck, Saddle, Military: A military saddle braces the rider,
chest, body and possibly the legs of a horse or other mount. providing a +2 circumstance bonus to Ride checks related
Barding made of medium or heavy armour provides better to staying in the saddle. A character knocked unconscious

161
141.157.188.166
while in a military saddle, has a 75% chance to stay in the Transportation and Communication
saddle, as contrasted with the 50% chance when using a Mounts and Related
riding saddle. Gear Purchase DC Weight
Barding
Saddle, Pack: A pack saddle holds gear and supplies but
Medium creature +3 x1
not a rider. It holds as much gear as the mount can carry.
Large creature +5 x2
Bit and bridle 6 1 lb.
EQUIPMENT & WEALTH

Saddle, Riding: The standard riding saddle supports a


rider. Dog, guard 15 —
Dog, riding 21 —
Vehicles Donkey or mule 11 —
Bicycle: This simple mechanical device allows a person to Feed (per week) 2 10 lb.
travel faster and at greater distance under his own efforts. Horse
A bicycle adds 30 feet to a rider’s speed and grants the Horse, heavy 22 —
Run feat. Horse, light 19 —
Pony 16 —
Carriage: This four-wheeled vehicle can transport as Warhorse, heavy 25 —
many as four people within an enclosed cab, plus two Warhorse, light 21 —
drivers. In general, two horses (or other beasts of burden) Warpony 20 —
draw it. A carriage comes with the harness needed to pull Saddle
it. Military 14 30 lb.
Pack 9 15 lb.
Cart: A single horse or other beast of burden can draw
Riding 12 25 lb.
this two-wheeled vehicle. It comes with a harness.
Saddle, Exotic
Keelboat: This 50- to 75-foot-long ship is 15 to 20 feet Military 18 40 lb.
wide and has a few oars to supplement its single mast with Pack 13 20 lb.
a square sail. It has a crew of eight to fifteen and can carry Riding 16 30 lb.
40 to 50 tons of cargo or 100 soldiers. It can make sea Saddlebags 9 8 lb.
voyages, as well as sailing down rivers thanks to its flat Stabling (per day) 2 —
bottom. It moves about 1 mile per hour. Vehicles
Bicycle 10 60 lb.
Rowboat: This 8- to 12-foot-long boat holds two or Carriage 20 600 lb.
three Medium passengers. It moves about 1 1/2 miles Cart 13 200 lb.
per hour.
Keelboat 32 —
Rowboat 17 100 lb.
Sailing Ship: This larger, seaworthy ship is 75 to 90 feet
long and 20 feet wide and has a crew of 20. It can carry Oar 6 10 lb.
150 tons of cargo. It has square sails on its two masts and Sailing ship 36 —
can make sea voyages. It moves about 2 miles per hour. Sled 14 300 lb.
Wagon 16 400 lb.
Sled: This is a wagon on runners for moving through Ironclad 44 —
snow and over ice. In general, two horses or other beasts Steam Locomotive 37 —
of burden draw it. A sled comes with the harness needed Steam Carriage 34 —
to pull it. Airship, cargo 45 —
Airship, passenger 44 —
Wagon: This is a four-wheeled, open vehicle for Ornithopter 36 —
transporting heavy loads. In general, two horses or other
Services
beasts of burden draw it. A wagon comes with the harness
Ticket
needed to pull it.
Coach cab 2 + 1 per 10 —
Ironclad miles
This steel, steam-powered monster marks the end of the Train 3 +1 per 10 miles —
sailing ship’s dominance of the ocean lanes. It is a low, Ship 4 +1 per 5 miles —
blocky, unwieldy vessel with a metal hull propelled by a Airship 5 +1 per 5 miles —
powerful steam engine. A pair of devastating cannons Communication
mounted in a rotating turret gives the ironclad warship Messenger/Courier 2 + 1 per 5 miles —
tremendous firepower. Postal mail 2 +1 per 10 miles —
Telegraph 2 +1 per 20 miles —
162
141.157.188.166
Ironclad; Huge Vehicle, 10d4 SD, 25 sp; hardness 10; any form of terrain. Amongst the most luxurious forms
Man. -2, Spd 120 ft; Turn Rate 30 ft.; Acc/Dec 25/25; of transportation available are the passenger airships that
DV 6; Attacks 2 heavy cannons (1d4 structure damage, provide amenities rivalling any of the great ocean liners.
turret fire arc); SQ Construct qualities; Power Source:
Steam power (60 charges); Crew: 20; Passengers: 30; Airship, Passenger; Colossal Vehicle; 18d4 SD, 45
Cargo: 2 tonnes; Purchase DC 44. sp, hardness 11; Man. -6, Spd 80 ft; Turn Rate 60 ft.;
Acc/Dec 30/50; DV 2; Attacks -; SQ Construct qualities;

EQUIPMENT & WEALTH


Steam Locomotive Power Source: Steam power (60 charges); Crew: 5;
The signature of steam technology, the locomotive is Passengers: 50; Cargo: 25 tonnes; Purchase DC 44.
a massive, blackened-steel engine that runs along iron
rails laid out across the land. Steam locomotives pull Ornithopter
cars loaded with coal directly behind the engine so that This curious flying vehicle is the culmination of years
their boilers can be easily fed. Other cars carry grain, of design, testing and more than a few accidents. It is
passengers, weapons or any other kind of cargo. Lashed an aircraft that can carry two passengers and flies by
down, tied on or bolted to the surface of these cars, just beating its wings to create support, although rotors and
about anything can be found being towed by a locomotive aerodynamics also contribute greatly to the design, for the
along a lucrative railroad. beating is not strong enough by itself to lift such a heavy
machine into the air.
Steam Locomotive; Gargantuan Vehicle; 14d4 SD, 35
sp; hardness 11; Man. -4, Spd 100 ft; Turn Rate 40 ft.; Ornithopter; Large Vehicle; 8d4 SD, 20 sp, hardness 5;
Acc/Dec -/-; DV 5; Attacks -; SQ Construct qualities, Man. +0, Spd fly 100 ft. (no land speed); Turn Rate 20 ft.;
restricted path; Power Source: Steam power (60 charges); Acc/Dec 40/60; DV 8; Attacks -; SQ Construct qualities;
Crew: 5; Passengers: 20 per car; Cargo: 1 tonne per car; Power Source: Steam power (60 charges); Crew: 2;
Purchase DC 44, each car is DC 37. Passengers: 0; Cargo: 150 lb.; Purchase DC 36.

Steam Carriage Services


The popular ‘horseless carriage’ is one of the most common One of the blessings of the new age is that a person does
forms of steam-powered transportation available, although not have to own his own vehicle or have a large staff of
it scares the daylights out of all the horses whose paths it retainers to travel or send along communications to other
crosses. Many models are constructed to fit various roles. places. Guilds realised the growing need to keep in touch
Sturdy, dependable and requiring only a portion of fuel to and created branches and exploited new discoveries to
operate, versions of the steam carriage can be used in most satisfy that need.
areas of society.
Whether for tickets to travel on board a vehicle or for
Steam Carriage; Large Vehicle; 8d4 SD, 20 sp, hardness transporting a message, the cost starts at a certain Purchase
5; Man. -1, Spd 100 ft; Turn Rate 20 ft.; Acc/Dec 40/60; DC and increases according to the distance travelled or
DV 8; Attacks -; SQ Construct qualities; Power Source: covered by the communication.
Steam power (60 charges); Crew: 1; Passengers: 3;
Cargo: 200 lb.; Purchase DC 36. Tickets: A ticket is valid for one person or a Medium or
Small creature. Smaller creatures than this may travel for
Airship, Cargo free with a larger passenger. Larger creatures add a +1 to
Designed to carry goods instead of passengers, cargo the Purchase DC and those that pose some difficulty to
airships carry heavy loads that would be extremely load or transport add an additional +1.
difficult to ship via land or sea. The load an airship
can carry is limited only by the size of its airbag. Cargo Communication: A messenger or courier can transport a
airships usually have larger boilers than passenger airships message up to a book’s length. Postal mail can carry one
and are less manoeuvrable. The cargo capacity of these or two sheets’ worth of writing; larger packages add +1 to
airships is, of course, the best in their class. the Purchase DC per 5 pounds. The price of telegraph
communication covers a message that is 10 words long.
Airship, Cargo; Colossal Vehicle; 18d4 SD, 45 sp, Each five additional words add +1 to the Purchase DC.
hardness 11; Man. -6, Spd 80 ft; Turn Rate 60 ft.; Acc/
Dec 30/50; DV 2; Attacks -; SQ Construct qualities;
Power Source: Steam power (60 charges); Crew: 5; Entertainment and Leisure
Passengers: 15; Cargo: 35 tonnes; Purchase DC 45. With more time in their hands, people have refined
their tastes in entertainment, especially the wealthier
Airship, Passenger sort. More and more venues are now open to them,
Essentially a long cabin or gondola slung underneath with diversions ranging from the shows of professional
a steam-heated canopy of lighter-than-air gas, airships performers to comfortable surroundings in which they
provide unparalleled service to transport people across might practice the simple art of sitting back and relaxing.

163
141.157.188.166
Entertainments only really exist in the hearts of the few
true cities left in the world; most of the planet is too busy
Unique Items
These few tools are extraordinary in nature. They are very
trying to survive under the constant clouds of coal smoke
rare and expensive, yet still available as relatively normal
and ash to worry about fashion and night clubs. Still,
equipment rather than being classed as magic, amazing
for campaigns set in the largest sprawls of the setting, this
technology or a hybrid of both.
information can be of use to Games Masters.
Psychograph: This is a simple writing pen tool for
EQUIPMENT & WEALTH

Club Tab: This allows unrestricted entry to a private club


automatic writing, a psychic technique used mainly for
filled with smoking and drinking rooms, bar, restaurant,
clairvoyance and contact with the dead. A psychic using
gaming room and other quiet entertainment. Clubs
any Clairsentience and Spiritism powers gains a +4 bonus
are mostly for gentlemen, although adventuring ladies
to his Psychic Control checks when using a psychograph,
have also founded their own. A few mixed clubs do
as it helps him write what he is seeing and experiencing
exist, although these are rare. Inside a club, all Gather
while actually aiding his concentration and trance.
Information checks have a +2 circumstance modifiers
unless the characters delve into a delicate subject; club
Difference Engine: This complex machine is built
attendants are chatty, yet still concerned to observe
with minute gears and levers much like a complicated
propriety.
mechanical abacus. Its purpose is to help its user to keep
track of numbers and data, therefore granting a bonus
Tickets: This covers entry for one person; performance
to Intelligence-based skill checks, with the exception of
spectacles vary in quality, modifying the price by plus or
the Ritual and Psychic Control skills. Magic-oriented
minus 2.
difference engines grant their bonus to all Ritual skill
checks (but not to any other skill check) and have a +2
 Theatre: Plays that may include music; low
modifier to their Purchase DC. No difference engine can
theatre includes cheap vaudeville acts, while high
help psychics activate their powers, for their discipline is
theatre includes superb acting and scriptwriting or
one of intuition, not calculation.
fresh productions of classic traditional drama.
 ‘Flickers’: A series of photographs that, when run
Analytical Engine: This is an advanced machine that
in rapid succession, simulate movement. The
goes beyond the capabilities of the difference engine, in
price is for a single viewing in a flicker parlour
that it can actually be programmed with the functions the
with more than one machine.
user wants it to perform. See the Craft (expression) skill
 Opera: Opera is a high-class spectacle, whose
for details. Analytical engines have a built-in Intelligence
attendants are expected to dress their best or
score, which must be activated by programming in order
acquire a negative reputation.
for it to receive any instructions. A program card is
 Concerts: Like theatre, paid concerts vary in
required to enter programming into the engine.
quality and the size of the band or orchestra
that is performing. Many ‘concerts’ are actually
Pneumatic Prosthetics: Many people attribute
impromptu street performances where the price of
pneumatic prosthetics to dwarves and the forgotten faerie
entry is anything the attendees wish to donate.
race of the gnomes but like all inventions of the steam
age, they are a purely human endeavour. Pneumatic
Steam Bath: A relaxing session of hot air bathing and
prosthetics are made of wood and brass and replace a part
soaking in a pool of warm water. Relaxing in a steam bath
of the owner’s body, be it a hand, an arm (with hand) or a
grants +2 to Concentration checks made during the visit
leg. They are, however, inert and do not ordinarily move
and adds a character’s Constitution modifier (if positive
for themselves, thus imposing a -2 penalty to Dexterity. A
only) to the amount of hit points recovered that day. A
wearer must operate the prosthetic with a free hand as a
character cannot spend more than two hours a day in a
move action, although attacks performed with a hand or
steam bath; the heat and moisture become detrimental
arm require a full-round action, broken down into one
after that amount of time and the visit’s benefits are lost.
move action to activate the prosthetic and one standard
action for the actual attack. Pneumatic prosthetics must
Entertainment and Leisure
be given maintenance every week, which requires a DC
Item Purchase DC 15 Repair check. Failure to do so, either from neglect
Club Tab (per month) 18 or failure in the Repair check, imposes a cumulative -1
Tickets penalty to actions with the prosthetic member; for a leg,
Theatre 12 this also includes a reduction of the character’s speed of
Flicker 4 5 ft., though this is non-cumulative. A successful Repair
Opera 15 check eliminates all accumulated penalties.
Concerts 8
Steam Bath 12  Moderate: This is a simple prosthetic that replaces
the functionality of the lost member with no other
additional benefits.
164
141.157.188.166
When next she tried to talk to him, Jerrek had moved to the other side of the burning hulk of steel. He was crouched
down, staring at his hand. It was the first time she had ever seen him with his gloves off and when she came around
to say something, she was surprised by what she saw.

Jerrek’s left hand was not flesh. It was a bright platinum-like metal, intricately jointed and adorned with several
glowing stones embedded in its hinges. She had never seen a pneumatic hand that complex before. If she was not

EQUIPMENT & WEALTH


mistaken, it was made from pure arcanium, one of the scarcest materials in the world.

Jerrek heard her approach but did not look up. Before she could talk, his voice brought her up short. ‘She made
this for me. It was the last thing she put together before her eyesight went bad. She took a year to make it because
of her shakes, but it’s perfect.’ He held up his hand and Heshia could see that he was not exaggerating. The
workmanship was so fine that the metal had even been patterned to match the silhouette of his other hand, making
it indistinguishable from a human appendage when his gloves were on.

‘I lost my hand when I was ten. It was crushed under a war-roller that drove through our part of the ruins. Gailion
pulled me out from under it but my hand got caught... torn off at the wrist. I was almost dead from shock. He
carried me to see a friend. Merial took us in, gave us odd jobs to help out around her house and nursed me back to
health. She was my best friend after Gail and… and this is all I have left of her.’

Heshia realised that words would be out of place here. She just sat down next to him and leaned him into her side.
He did not look at her; he just kept staring at his fingers, flexing them one by one. Each joint flickered softly as it
opened and closed, sending a tiny ripple of power down the inner workings of the hand. ‘I’ve hated your kind for
so long because I thought elves took her away from me. Now I don’t know what to believe. I just…’ Jerrek’s voice
broke down, but she did not mind. Heshia knew what he was trying to say.

The human would never be able to understand that it was just as hard for her to be here, this close to one of his kind,
as it was for him to let go of his hatred for her people. This was all just a mess, a big, emotional, mess and the timing
could not be worse. There was still a job to do, a mission to finish. Maybe when it was over, they could sit down
and really talk… but not today. Today, they had to focus on the task at hand.

Today they had to kill some orcs.

 Complex: This is a stronger and more advanced part of the wearer’s body, acting on his mental
prosthetic that grants a +2 bonus to Strength- commands as a normal limb would and feeding
based checks when using the member in question. off his life force to effect repairs and maintenance
Arms and hands have an exchangeable mounting as if it were ‘healing.’ Such a prosthetic does not
that allows them to switch from the hand to any impose the -2 Dexterity penalty and does not
light or one-handed weapon or equipment that has count against the character’s encumbrance.
been previously adapted to fit into the mounting.
Unique Items
Adapting such weaponry or equipment requires a
Craft (mechanical) check at DC 15. Item Purchase DC Weight
 Advanced: The strongest prosthetic available, this Psychograph 12 5 lb.
item grants a +4 bonus to Strength-based checks Difference Engine 12
when using the member in question. It has the Simple (+1) 13 50 lb.
same weapon mounting as the complex prosthetic Moderate (+2) 14 50 lb.
and also has one free hard slot to accommodate a Complex (+3) 15 50 lb.
special feature from the Power of Steam chapter, Advanced (+4) 16 50 lb.
which may be acquired at a Purchase DC of 20 Analytical Engine 15 + Int score 150 lb.
plus the special feature’s CP cost. Add the special Program Card 10 —
feature’s skill modifier to the Craft DC to make an
Pneumatic Prosthetic
advanced prosthetic armed with said feature.
Hand 31 5 lb.
 Arcanium: The prosthetic is made from arcanium,
a mysterious magic-conductive mineral. An Arm 32 15 lb.
arcanium prosthetic can mystically connect to Leg 33 20 lb.
the wearer’s nerve endings through a minor ritual Moderate (+0) +0 —
effect made permanent. The process requires a Complex (+2) +3 —
Ritual (transformation) check at a DC of 26. Advanced (+4) +5 —
After the ritual is complete, the prosthetic is now Arcanium +5 *
* See text
165
141.157.188.166
a world
of adventure
WORLD OF ADVENTURE

t
he previous chapters have presented the different roll is contested by the orc’s Defence Value modified by
options a character has to distinguish himself the bonus provided by the greenskin’s manlet, which is a
from the rest, determining his identity and role portable enclosure used mainly during sieges. Contested
in the world. This chapter will define what a character checks are never guaranteed and even the most masterful
does. The world is filled with opportunities for adventure. of sharpshooters can miss his mark once in a while. Saving
Adventures involve risks that range from pitched combat throws, which are a special type of check made to see if a
against an enemy’s minions to thrilling chases and escapes character can escape the effects of something adverse, are
from certain doom, although the adventures one might another kind of contested roll.
find in the halls of polite society also merit mention. The
many travails of the wilderness compete for attention with A term used during contested rolls is DC, short for
the dangers of court intrigue and this chapter will deal Difficulty Class. The DC of a contested check is the
with them all. number a d20 check (plus or minus modifiers) must reach
or exceed in order for the action to succeed. A roll that
This is the rules chapter, where players and Games is lower than the given DC for an action fails. The d20
Masters will find answers to most of their questions is the most common type of die rolled during an average
regarding how the rules address one situation or another, gaming session, making it crucial to the system and the
from the different actions a character can take to how to single most important die for any player to own.
face different dangers, ultimately addressing the different
rewards all adventurers receive at the end of the day. Astute readers may have realised at this point that if
contested checks have to beat a listed DC and they are all

Actions
made using a single d20 then actions with a DC of 21 are
impossible. On the surface, this is correct. This is where
Gaming sessions usually consist of the Games Master, the characters come in. Characters and the skills and abilities
person guiding the story and the action of a game, asking they gain come with modifiers that are added to or
questions and describing scenes and players suggesting subtracted from certain kinds of checks. These modifiers
actions their characters wish to take in response to these can theoretically make ay check possible, no matter how
descriptions. Everything a character wishes to do, from high the DC might be.
waking up and putting on his socks to filling a band of
street thieves full of steam-propelled bullets, is an action. Though it is often a convention with games running
Actions come in different types and have different rules the d20 rules to allow all rolls of 20 on a d20 to be an
attached to them. automatic success, this is not always the case. By the same
token, a roll of 1 (called a ‘natural’ 1 because it is the actual
Simple actions are tasks that do not require rolls except result on the die roll, just as with a ‘natural’ 20) is not an
in the most adverse of conditions. Under normal automatic failure. Instances in the rules where a natural 1
circumstances, a character is allowed to tie his shoes or 20 indicate automatic success or failure will be clearly
without needing to make a die roll for success. If that marked in the text of the rules themselves.
same character had just survived a collision with a horse-
drawn trolley after staggering out of a warehouse where
thugs had been dosing him with opium to make him talk, The Round
it might be a different story. Whenever a character needs Intense actions, such as combat, dangerous chases and
to make a simple action, something they can normally daring escapes, occur in time units called ‘rounds.’ Each
do everyday with no special skill or talent required, the round represents about 6 seconds in the game world. A
Games Master will generally simply declare success or, round is an opportunity for each character involved in
like in the example just given, require a roll (also called a the circumstances to take an action. Anything a person
‘check’) or simply declare failure. could reasonably do in 6 seconds, a character can do in
1 round.
Contested actions make up the largest part of the rule
mechanics for combat and skills in this book. Whenever Each round’s activity begins with the character with the
a character does something that might have a chance of highest initiative result and then proceeds, in order, from
failing because of someone else’s actions, skills, or abilities, there. When a character’s turn comes up in the initiative
the result is a contested roll. Jerrek shooting at an orc sequence, he performs his entire round’s worth of actions.
behind cover is an example of a contested action; his attack For exceptions, see Special Initiative Actions.

166
141.157.188.166
With everyone as healed and repaired as they were going to get, the team started moving again. The juggernaut had
apparently been part of a last-order defensive system, because after just one more heavily trapped and barricaded
hallway, they broke through into the central hub of the under-city. The sewers here were in a horrible state of repair
but they had been maintained enough for Jerrek to suspect the orcs were still using them for subterranean transport
from time to time.

WORLD OF ADVENTURE
This theory was borne out when a team of orcish skirmishers set upon them an hour after their arrival. The
brutish warriors were swiftly dispatched, leaving the group of orcs and the supplies they were guarding completely
vulnerable. None of Jerrek’s people was interested in taking prisoners where orcs were concerned, so the greenskins
were given as much mercy as they would have shown to a human caravan.

After clearing away the bodies with mechanical efficiency, Gearbolt reported that the handcarts were loaded down
with food and munitions, two things they desperately needed. Orcish food was only barely edible but was better
than nothing.

The impromptu meal was brief, as much because of its rank taste as their exposed location. Another patrol could
have come by at any time, so they ate in haste and hid the bodies as best they could. Again, Gearbolt’s drilling
attachment came in useful; it let them dig a quick trench and ditch the dead orcs. They took the handcarts with
them, using them to carry the new supplies and the bomb they were here to set up. Gearbolt seemed as relieved as
a cog could be to have the heavy thing off his back, Jerrek noticed.

The way was clear now; there was a single tunnel that cut through the rest of the undercity and headed straight for
the centre of the inner labyrinth. It would probably be heavily guarded but the entire group agreed that they could
not afford to have their strength eroded by patrols and pitfalls any longer. The straight shot would likely be a meat
grinder but they were low on too many critical supplies to take any other route.

As they blew open the entrance to the main shaft, Heshia drew Jerrek aside and kissed him hard. As he staggered
back, gasping and blushing, she winked at him and headed up to cover the dwarf.

‘Was… was that for luck?’

The leather-clad elf woman chuckled wryly and started shooting over Thurdin’s shoulder. ‘Nope,’ she said quickly
as her bullets downed orc after startled orc in the tunnel. ‘Just a down payment.’

For almost all purposes, there is no significance to the end Standard Action
of a round or the beginning of a round. A round can be a A standard action allows a character to do something. A
set amount of game time starting with the first character character can make an attack, use a skill or a feat (unless
to act and ending with the last but it usually means a span the skill or feat requires a full-round action to perform,
of time from a certain round to the same initiative number for which see below) or perform other similar actions.
in the next round. Effects that last a certain number of During a combat round, a character can take a standard
rounds end just before the same initiative count that they action and a move action. A character can take a move
began on. action before or after performing a standard action.

Action Types Move Action


The four types of actions are standard actions, move A move action allows a character to move his or her speed
actions, full-round actions, and free actions. In a normal or perform an action that takes a similar amount of time.
round, a character can perform a standard action and a A character can move his or her speed, climb one-quarter
move action. He may instead take two move actions; of his or her speed, draw or stow a weapon or other object,
a character can always take a move action in place of a stand up, pick up an object, or perform some equivalent
standard action. Alternatively, he can perform a single action. Refer to the Actions in Combat table for a list. A
full-round action. A character can also perform as many character can take a move action in the place of a standard
free actions as the Games Master allows. action.

In some situations, such as in the surprise round, a Full-Round Action


character may be limited to taking only a single standard A full-round action consumes all a character’s effort
or move action. during a round. A character can perform free actions
during a full-round action as the Games Master allows.

167
141.157.188.166
Completion Items: Activating a completion item is the
The Games Master’s equivalent of activating a conduit. A character loses the
Best Friend: The Even/Odd effect if his concentration is broken. He can attempt to
activate the item while on the defensive, for which see
Rule
Combat.
When, as a Games Master, you are in doubt as to
whether or not an action should work, try to match
Command Word or Use-Activated Items: Activating any
it to some other rule in this book. If there is no easy
WORLD OF ADVENTURE

of these kinds of items does not require concentration.


resolution and the factors regarding the action could
go either way, grab any die and roll it. If the result is
Use Special Ability
even, the action is a success. If the die comes up odd,
Using a special ability is usually a standard action but
the action fails. This is a simple, arbitrary, unbiased
whether it is a standard action, a full-round action, or not
way to resolve differences of opinions in game as
an action at all is defined by the ability.
well. If a rules call is under dispute and nothing else
seems to solve it, the even/odd check can provide
Occult Abilities: Using an occult ability requires
resolution without favouring either side.
concentration and can be disrupted. If concentration is
broken, the attempt to use the ability fails but the attempt
Even/odds can be extrapolated to handle problems
counts as a use of the ability. The time to use an occult
with more than two sides just by summing up the
ability is 1 standard action, unless the ability description
various solutions, assigning a die face (or faces) to
notes otherwise.
each in equal number and rolling to determine
Using an Occult Ability on the Defensive: A character
which one will take precedent. Just be certain that
or creature may attempt to use an occult ability on the
all other options have been exhausted and that a
defensive. If the Concentration check (DC 15 + spell
random roll is the only way to determine the proper
level) fails, the creature cannot use the ability but the
course of action first.
attempt counts as if the ability had been used.

Free Action Supernatural Abilities: Using a supernatural ability is


Free actions consume a very small amount of time and usually a standard action, unless defined otherwise by the
effort. Over the span of the round, their impact is so ability’s description. Its use cannot be disrupted and does
minor that they are considered free. A character can not require concentration.
perform one or more free actions while taking another
action normally. However, the Games Master puts Extraordinary Abilities: Using an extraordinary ability is
reasonable limits on what a character can really do for usually not an action because most extraordinary abilities
free. For instance, dropping an object, dropping to a automatically happen in a reactive fashion. Those
prone position, and speaking a sentence or two are all free extraordinary abilities that are actions are usually standard
actions. actions that cannot be disrupted and do not require
concentration.
Standard Actions
These are the different types of standard actions. Move Actions
With the exception of specific movement-related skills,
Attack most move actions do not require a check.
Making an attack is a standard action. The different
types of attacks are covered in more detail in the Combat Move
section. The simplest move action is moving the character’s speed.
Many non-standard modes of movement are also covered
Activate a Conduit under this category, including climbing and swimming
A conduit is the vessel of magic, and its wielder can (up to one-quarter the character’s speed), crawling (up to
attempt to activate it with one or many standard actions. 5 feet), and entering a vehicle.
Conduits are covered in more detail in pg. 263 in The
Occult chapter. Accelerated Climbing: A character can climb one-half
his speed as a move action by accepting a –5 penalty on
Dismiss a Magic Effect: Dismissing an active magic the Climb check.
effect is a standard action.
Manipulating Objects
Activate Occult Item In most cases, moving or manipulating an object is a move
Many occult items do not need to be activated but some action. This includes drawing or holstering a weapon,
do, such as potions and scrolls. Activating an occult item retrieving or putting away a stored object, picking up an
is a standard action unless the item description indicates object, moving a heavy object and opening a door. If the
otherwise.
168
141.157.188.166
character has a base attack bonus of +1 or higher, he can Run
draw a weapon as part of his normal movement. A character can run all out as a full-round action. When a
character runs, he can move up to four times his speed in
Direct or Redirect a Magic Effect a straight line. The character loses any Dexterity bonus to
Some rituals allow a character to redirect the effect DV since he cannot avoid attacks. However, he gets a +2
to new targets or areas after activation. Redirecting a bonus to Defence against ranged attacks while running.
magic effect requires a move action and does not require

WORLD OF ADVENTURE
concentration. A character can run for a number of rounds equal to
his Constitution score, but after that the character must
Stand Up succeed at a Constitution check at DC 10 to continue
Standing up from a prone position requires a move action. running. The character must check again each round in
It provokes an attack of opportunity from opponents who which he or she continues to run; the DC of this check
threaten the character. A character can make a Tumble increases by 1 for each check the character makes. When
check at DC 20 to stand without provoking an attack of the character fails this check, he must stop running. A
opportunity. If the Tumble check result is 30 or better, character who has run to his limit must rest for 1 minute
standing is a free action instead of a move action. (10 rounds) before running again. During a rest period, a
character can move normally, but cannot run.
Start/Complete Full-Round Action
The ‘start/complete full-round action’ move action lets a A run represents a speed of about 14 miles per hour for an
character start undertaking a full-round action (such as unencumbered human.
those listed on the Actions in Combat table) at the end
of his round, or complete a full-round action by using a Free Actions
move action at the beginning of his in the round following Free actions do not take any time at all, though there
the round in which the character started the full-round may be limits to the number of free actions a character
action. If the character starts a full-round action at the can perform in a turn. Some common free actions are
end of his turn, the next action that character takes must described below.
be to complete the full-round action.
 Drop an Item: A character can drop an item at
Mount/Dismount a Steed or Vehicle his feet or nearby as a free action.
Mounting or dismounting from a steed requires a move  Drop Prone: A character can drop to a prone
action, as does boarding and disembarking from a position as a free action.
vehicle.  Speak: In general, speaking is a free action that a
character can perform even when it is not his turn.
Fast Mount or Dismount: A character can mount or Speaking more than few sentences is generally
dismount as a free action with a DC 20 Ride check. His beyond the limit of a free action.
armour check penalty, if any, applies to this check. If he  Cease Concentration: A character can stop
fails the check, mounting or dismounting is a move action concentrating on an active conduit effect or
instead. The character cannot attempt a fast mount psychic power as a free action.
or fast dismount unless he can perform the mount or  Activate a Quickened Effect: A character can
dismount as a move action in the current round. quicken the activation of a conduit or a psychic
power (see the Quicken Spell feat) or any effect
Full-Round Actions whose casting time is designated as a standard
A full-round action requires an entire round to complete. action as a free action. Only one such effect can
Thus, it cannot be coupled with a standard or a move be activated in any round and such effects do not
action. count toward a character’s normal limit of one
effect per round.
Full-Round Attack Actions
Full attacks happen when a character or creature has more Miscellaneous Actions
than one attack allowed either because of a high base Some actions do not fit neatly into the above categories.
attack bonus or a racial ability. Full attacks and other Some of the options described below are actions that take
full-round attack actions are covered in more detail in the the place of, or are variations on, the actions described
Combat section. earlier. For actions not covered in any of this material,
the Games Master determines how long such an action
Use Special Ability takes to perform and whether doing so provokes attacks of
Using a special ability is usually a standard action but opportunity from threatening enemies.
some may be full-round actions, as defined by the ability.
Use Feat, Skill or Talent
Certain feats, skills or talents let a character take
special actions in combat. Other feats are not actions
169
141.157.188.166
in themselves but they give a character a bonus when facing up against opponents in a social milieu, such as a
attempting something he can already do. Some feats are tense negotiation between rival corporations, an elegant
not intended for use within the framework of combat. ball where characters seek to slip past a lady’s entourage to
The individual feat descriptions tell a character what he warn her of danger, or a face-off between gang leaders in
needs to know about them. Most uses of skills or talents the bombed-out heart of a ruined city. A social encounter
in a combat situation are standard actions but some might ends when the characters achieve their objective in
be move actions or full-round actions. When appropriate, initiating the encounter in the first place, such as making
WORLD OF ADVENTURE

the description of a talent or a skill provides the time the rival leader back down without a costly fight or
required to use it. extracting a favour from someone.

Renewing a Power Source Encounter Level (EL)


Amazing machines run on engines that eventually Encounters are defined by their level, which is the
run out of power and must be renewed by a variety of challenge they represent to a group of characters. When
methods. These may include cranking a lever, winding a the encounter’s level is equal to the average level of a four-
mechanism, changing a battery or simply kicking harder member party, it will present a reasonable challenge that
on the pedals. Renewing a power source takes a move will not overly threaten the characters but will force them
action, standard action or full-round action as specified by to spend a few of their resources.
the renewal method on pg. 240.
The encounter level is useful for determining the
Challenges experience gained by defeating it, as well as other rewards
During the course of this chapter, there will be frequent for the character.
reference to the following terms.
Challenge Rating (CR)
Encounters Challenge Rating is just like the encounter level, but
An encounter is a situation where the characters face instead of measuring the difficulty of an entire encounter,
adversities and that may turn out badly for them if they it measures the difficulty of defeating a particular element
do not succeed at its challenges. There are different kinds of the encounter. This is most commonly a creature to
of encounters: be defeated in combat but may also be a trap, a particular
obstacle or a target person to be talked around.
Combat Encounter: A combat encounter involves
characters and its foes actively seeking to harm each other The way to determine rewards from Challenge Ratings
through attacks and special abilities. Characters use their and Encounter Levels is explained in greater detail at the
weapons, talents, powers and tools to inflict damage or end of this chapter.
incapacitate their opponents. A combat encounter ends
when one side eliminates all opposition either by death,
incapacitation or surrender.
Combat
Combat is often the cornerstone of a gaming session, with
characters facing their enemies directly, exchanging fire,
Action Encounter: An action encounter involves magic and blows to overcome them.
imminent danger that does not stem precisely from an
opponent’s attack but definitely poses some risks to the Combat in an OGL Steampunk game is played out in
characters. Such encounters involve traps, chases, daring rounds. In each round everybody acts in turn in a regular
escapes and so forth. An action encounter ends when the cycle. Skills, feats, and equipment can modify combat
characters surpass the dangerous situations. rolls in numerous ways but do not change the basic tenets
of how combat operates.
Adventuring Encounter: An adventuring encounter
has the characters facing some ongoing threat that they Combat usually runs in the following way.
are constantly aware of, whether or not they are engaging
with it directly at any given moment. In an adventuring  Each combatant starts the battle flat-footed. Once
encounter, characters use their wits and talents to survive, a combatant acts, he is no longer flat-footed.
such as exploring dense jungles, surviving natural disasters Duelling Exception: When everyone involved in a
or swimming to the bottom of a lake. Unlike action combat knows that a battle is about to begin and
encounters, adventuring encounters do not necessarily spends more than one minute in full view of each
involve frantic actions and hair-trigger reactions. An other, no one is flat-footed during the first round,
adventuring encounter ends when the characters reach except in the case of an attack that comes in from
safe ground or the threat ceases to be. outside the visible opponents.
 The Games Master determines which characters
Social Encounter: Not all danger facing the characters are aware of their opponents at the start of the
involves grievous bodily harm. Social encounters involve battle. If some but not all of the combatants
170
141.157.188.166
are aware of their opponents, a surprise round of the same size strike each other normally, regardless of
happens before regular rounds begin. The what size they actually are. Creature sizes are compatible
combatants who are aware of their opponents with vehicle sizes.
can act in the surprise round, so they roll for
initiative. In initiative order, highest to lowest, Size Modifiers
combatants who started the battle aware of their Size (Example) Size Modifier
opponents each take one move or standard action. Leviathan (walking fortress) –16

WORLD OF ADVENTURE
Combatants who were unaware do not get to act Colossal (blue whale 90 ft. long) –8
in the surprise round. If no one or everyone starts
Gargantuan (grey whale 40 ft. –4
the battle aware, there is no surprise round.
long)
 Combatants who have not yet rolled initiative do
Huge (elephant) –2
so. All combatants are now ready to begin their
first regular round. Large (lion) –1
 Combatants act in initiative order. Initiative Medium (human) +0
is calculated using a Dexterity-based check as Small (German shepherd) +1
detailed below. Tiny (housecat) +2
 When everyone has had a turn, whether they take Diminutive (rat) +4
advantage of it or not, the combatant with the Fine (horsefly) +8
highest initiative acts again and the previous two
steps repeat until combat ends. Dexterity Modifier
Dexterity measures coordination and steadiness, so a
Attack Roll character’s Dexterity modifier applies when the character
attacks with a ranged weapon.
An attack roll represents a character’s attempts to strike
an opponent on the character’s turn in a round. When
Range Penalty
a Player makes an attack roll, he rolls 1d20 and adds his
The range penalty for a ranged weapon depends on what
attack bonus. If the result equals or beats the target’s
weapon the character is using and how far away the target
Defence Value, the character hits and deals damage.
is. All ranged weapons and thrown weapons have a range
Many modifiers can affect the attack roll.
increment; see the Ranged Weapons and Melee Weapons
tables. Any attack from a distance of less than one range
A natural 1 (the d20 comes up 1) on the attack roll is
increment is not penalised for range. However, each full
always a miss. A natural 20 (the d20 comes up 20) is
range increment causes a cumulative –2 penalty to the
always a hit. A natural 20 is also always a threat, that is, a
attack roll. A thrown weapon has a maximum range
possible critical hit.
of five range increments. Ranged weapons that fire
projectiles can shoot up to ten increments.
If the character is not proficient with the weapon he or
she is attacking with (the character does not have the
appropriate Weapon Proficiency feat) then that character Defence Value
takes a –4 penalty on the attack roll. A character’s Defence Value (DV) represents how hard it
is for opponents to land a solid, damaging blow on the
Attack Bonus character. It is the attack roll result that an opponent
A character’s attack bonus with a melee weapon is: needs to achieve to hit the character. The average,
unarmoured civilian has a Defence of 10. A character’s
Base attack bonus + Strength modifier + size modifier Defence Value is equal to:

With a ranged weapon, a character’s attack bonus is: 10 + Dexterity modifier + class bonus + equipment
bonus + size modifier
Base attack bonus + Dexterity modifier + range penalty
+ size modifier Dexterity Modifier
If a character’s Dexterity is high, he is particularly adept at
Strength Modifier dodging blows or weapons’ fire. If a character’s Dexterity
Strength helps a character swing a weapon harder and is low, he is particularly inept at this. Characters apply
faster, so a character’s Strength modifier applies to melee their Dexterity modifier to DV.
attack rolls.
Sometimes a character cannot use his Dexterity bonus,
Size Modifier whether because of an entanglement, being caught flat-
Creature size categories are defined differently from the footed, or for some other reason. If a character cannot
size categories for weapons and other objects. Since this react to a blow, that character cannot use his Dexterity
size modifier applies to Defence Value against a melee bonus to Defence.
weapon attack or a ranged weapon attack, two creatures
171
141.157.188.166
Class Bonus Touch Attacks
A character’s class and level grant him an innate bonus to Some attacks disregard armour. In these cases, the attacker
DV. This bonus applies in all situations, even when the makes a touch attack roll. This may be either a ranged
character is flat-footed or when the character would lose touch attack roll or a melee touch attack roll. The attacker
his or her Reflex save bonus for some other reason. makes his damage roll as normal if his attack succeeds but
a defender’s DR does not include any equipment bonus
Equipment Bonus or armour bonus. Defence Value modifiers remain
WORLD OF ADVENTURE

If a character has a shield, it provides a bonus to his unaffected except for the equipment bonus, which is
Defence Value. This bonus represents the shield’s ability ignored; all other modifiers such as class bonus, Dexterity
to deflect blows and cover the character’s vital areas from modifier, and size modifier, apply normally.
view, effectively meaning that attacks do not hit precisely
enough to inflict damage. Minimum Weapon Damage
If penalties to damage bring the damage result below 1,
Sometimes a character cannot use his or her equipment a hit still deals 1 point of damage. Hardness or Damage
bonus to DV. If an attack will damage the character just Reduction can drop this to zero; the minimum damage
by touching him, that character cannot add his equipment of 1 rule only applies to internal penalties on the damage
bonus to Defence. See Touch Attacks below. roll itself.

Size Modifier Strength Bonus


The bigger an opponent is, the easier it is to hit in combat. When a character hits with a melee weapon or thrown
The smaller it is, the harder it is to hit. Since this same weapon, add his Strength modifier to the damage. The
modifier applies to attack rolls, a creature does not have a Weapon Finesse feat applies only to attack rolls, not
hard time attacking another creature of the same size. Size damage.
modifiers are shown on the Size Modifiers table.
Multiplying Damage
Other Modifiers Sometimes damage is multiplied by some factor, generally
Other factors can add to a character’s Defence Value. a x2 or more due to a critical hit. Roll the damage (with
Feats: Some feats give a bonus to a character’s Defence all modifiers) multiple times and total the results. Bonus
Value. damage represented as extra dice is an exception. Do not
Dodge Bonuses: Some other Defence bonuses represent multiply bonus damage dice when a character scores a
actively avoiding blows. These bonuses are called dodge critical hit.
bonuses. Any situation that denies a character his
Dexterity bonus also denies his or her dodge bonuses. Critical Hits
Unlike most sorts of bonuses, dodge bonuses stack with When a character makes an attack roll and gets a natural
each other. 20 (the d20 shows 20) then he hits regardless of the target’s
Defence Value. He has also scored a threat of a critical hit.
Damage To find out if it is actually a critical hit, he immediately
When a character hits with a weapon by overcoming the makes another attack roll with all the same modifiers as
target’s DV, he deals damage according to the type of the attack roll that scored the threat. If the second roll
weapon he is using. Effects that modify weapon damage also results in a hit against the target’s Defence Value, the
also apply to unarmed strikes and the natural physical attack is a critical hit. The second roll just needs to hit to
attack forms of creatures. confirm a critical hit; the character does not need to roll a
second 20. If the second roll is a miss, then the attack just
Damage is deducted from the target’s current hit points. deals the damage of a regular hit.
Attacks against objects are dealt with in a separate section
detailed below. A critical hit multiplies the character’s damage. Unless
otherwise specified, the multiplier is x2. It is possible for
Armour Bonus and Damage Reduction some weapons to have higher multipliers, doing more
If a character wears armour, it gives him Damage damage on a critical hit. Some weapons have expanded
Reduction. Damage Reduction is an amount of hit points threat ranges, making a critical hit more likely. However,
the character or creature ignores from normal attacks; see even with these weapons, only a 20 is an automatic hit.
the Special Abilities section. This bonus represents the The Critical column on the Ranged Weapons and Melee
armour’s ability to protect the character from blows, Weapons tables indicates the threat range for each weapon
effectively meaning that they do not hit hard enough to on the tables.
inflict full damage.
Non-Lethal Damage
If an attack will damage the character just by touching Certain attacks deal non-lethal damage. Other effects,
him, that character cannot add his or her equipment such as heat or being exhausted, also deal non-lethal
bonus to DR. See Touch Attacks, below. damage. When a character takes non-lethal damage, keep

172
141.157.188.166
a running total of how much he has accumulated. Do not The Difficulty Class for a save is determined by the attack
deduct the non-lethal damage number from the character’s or effect itself.
current hit points. It is not ‘real’ damage. Instead, when
non-lethal damage equals a character’s current hit points, Saving Throw Types
he is staggered and when it is greater, he falls unconscious. The three different kinds of saving throws are:
It does not matter whether the non-lethal damage equals
or exceeds the character’s current hit points because the  Fortitude: These saving throws measure a

WORLD OF ADVENTURE
non-lethal damage has gone up or because current hit character’s ability to stand up to massive physical
points have gone down. punishment or attacks against his vitality and
health, such as poison and paralysis. Apply a
Non-lethal Damage with a Weapon that Deals Lethal character’s Constitution modifier to his Fortitude
Damage: A character can use a melee weapon that deals saving throws.
lethal damage to deal non-lethal damage instead but he  Reflex: These saving throws test a character’s
takes a –4 penalty on his attack roll if he does so. ability to dodge massive attacks such as explosions
or train wrecks. Often, when damage is inevitable,
Lethal Damage with a Weapon that Deals Non-lethal such as a blast filling an area, a character may
Damage: A character can use a weapon that deals non- make a Reflex saving throw to take only half
lethal damage, including an unarmed strike, to deal lethal damage. Apply the character’s Dexterity modifier
damage instead but he takes a –4 penalty on his attack roll to his Reflex saving throws.
if he does so.  Will: These saving throws reflect a character’s
resistance to mental influence, domination,
Hit Points and psychological effects. Apply the character’s
A character’s hit points tell how much punishment he Wisdom modifier to his or her Will saving
can take before dropping. Hit points are based on the throws.
character’s class and level. His Constitution modifier also
applies. When a character’s hit point total drops to 0, he Saving throws can reduce the harm done by a special
is disabled. When it drops to –1, he is dying. When it attack, either halving or negating it, as indicated on the
drops to –10, he is dead. special attack’s description.

Speed Initiative
A character’s speed tells how far he can move with a move Every round, each combatant may take his allotment of
action. Humans normally move 30 feet; some creatures actions. The combatants’ initiative checks, from highest
move faster or slower. Wearing armour can slow a to lowest, determine the order in which they act, from
character down. A character normally moves as a move first to last.
action, leaving a standard action to attack. The character
can, however, use his or her standard action as a second At the start of a battle, each combatant makes a single
move action. This could let the character move again, for initiative check. An initiative check is a Dexterity check.
a total movement of up to double his or her normal speed. Each character applies his Dexterity modifier to the
Another option is to run all-out, which is a full-round roll. Anyone with the Improved Initiative feat gets an
action. This lets the character move up to four times his additional +4 bonus on the check. The Games Master
normal speed but he may only run all-out in a straight line finds out what order characters are acting in, counting
and doing so affects his DV; see Run. down from highest result to lowest and each character acts
in turn. On all following rounds, the characters act in the
same order, unless a character takes an action that results
Saving Throws in his initiative changing, for which see Special Initiative
Generally, when a character is subject to an unusual or Actions.
magical attack, he may make a saving throw to avoid
or reduce the effect. A saving throw is a 1d20 roll plus If two or more combatants have the same initiative check
a bonus based on the character’s class and level (the result, the combatants who are tied act in order of total
character’s base save bonus) and an ability modifier. A initiative modifier, including Dexterity modifier and
natural 1 (the d20 comes up 1) on a saving throw is always Improved Initiative bonus, if applicable. If there is still a
a failure. A natural 20 (the d20 comes up 20) is always a tie, roll a die to decide who acts first.
success.
Flat-Footed: At the start of a battle, before the character
A character’s saving throw bonus is: has had a chance to act (specifically, before the character’s
first turn in the initiative order) he is flat-footed. While
Base save bonus + ability modifier flat-footed, a character cannot use his Dexterity bonus
and therefore loses his Dexterity bonus to DV.

173
141.157.188.166
Joining a Battle: If characters enter a battle after it has Unarmed Attacks: Striking for damage with punches,
begun, they roll initiative at that time and act whenever kicks and head butts is much like attacking with a melee
their turn comes up in the existing order. weapon, except that an unarmed attack deals non-lethal
damage. Unarmed strikes count as light melee weapons
Surprise for purposes of two-weapon attack penalties and such like.
When a combat starts, if a character was not aware of his The following exceptions to normal melee rules apply to
enemies but they were aware of him, then he is surprised. unarmed attacks:
WORLD OF ADVENTURE

Likewise, a character can surprise his enemies if he knows


about them before they are aware of him. ‘Armed’ Unarmed Attacks: Sometimes a character or
creature attacks unarmed but the attack still counts as
The Surprise Round armed. A creature with claws, fangs and similar natural
If some but not all of the combatants are aware of their physical weapons, for example, counts as armed. The
opponents, a surprise round happens before regular rounds Improved Unarmed Strike feat makes a character’s
begin. The combatants who are aware of the opponents unarmed attacks count as armed.
can act in the surprise round, so they roll for initiative. In
initiative order (highest to lowest) combatants who were Unarmed Strike Damage: An unarmed strike from a
aware of their opponents when the battle started each take Medium character deals 1d3 points (plus the character’s
an attack action or move action during the surprise round; Strength modifier, as normal) of non-lethal damage. A
see Action in Combat, below. If no one or everyone is Player can specify that his unarmed strike will deal lethal
surprised, a surprise round does not occur. damage before the character makes his attack roll but he
takes a –4 penalty on the attack roll if he chooses this
Unaware Combatants option, because he has to strike a particularly vulnerable
Combatants who are unaware at the start of battle do not spot to deal lethal damage. The Improved Unarmed Strike
get to act in the surprise round. Unaware combatants feat makes a character’s unarmed attacks deal normal
are still flat-footed because they have not acted yet. This damage or non-lethal damage, as the Player prefers.
means they lose any Dexterity bonus to Defence.
Ranged Attacks: With a ranged weapon, a character
can shoot or throw at any target that is within the ranged
Actions in Combat weapon’s maximum range and in line of sight. A target is
The fundamental actions of moving and attacking cover in line of sight if there are no solid obstructions between
most of what a character will want to do in a battle. the character and the target. The maximum range for a
Other, more specialised options are touched on in the thrown weapon is five range increments. For weapons
Actions in Combat table and covered in Special Initiative that fire projectiles, it is ten range increments.
Actions and Special Attacks.
A character capable of making more than one ranged
Standard Actions in Combat attack per round must use the full attack action (see Full-
Most common standard actions are described below. More Round Actions below) in order to make more than one
specialised attack actions are mentioned in the Actions in attack.
Combat table and covered in Special Attacks.
Shooting or Throwing into a Melee: If a character shoots
Attack Action: This is a special action that can be taken or throws a ranged weapon at a target that is engaged in
as a standard action. However, it acquires a slightly melee with an ally, the character takes a –4 penalty on his
different application when a character has more than one or her attack roll because he has to aim carefully to avoid
attack available as part of a full attack action because of hitting the ally. Two characters are engaged in melee if
a high base attack bonus or two-weapon fighting. An they are enemies and they are adjacent to one another.
attack action is one where an attacker makes an attack roll An unconscious or otherwise immobilised character is not
against a defender; it may be a single standard action or a considered engaged unless he is actually being attacked. If
part of a full attack action. the target is so big that part of it is 10 feet or farther from
the nearest ally, the character can avoid the –4 penalty,
Melee Attacks: With a normal melee weapon, a character even if it is engaged in melee with an ally. An attacker
can strike any enemy within 5 feet. Such enemies are using a rifle takes a –4 penalty on attacks against adjacent
considered adjacent to him. A character capable of opponents, as the weapon has an unwieldy shape and size.
making more than one melee attack per round must use If you have the Precise Shot feat, you do not take this
the full attack action (see Full-Round Actions in Combat, penalty.
below) in order to make more than one attack.
Fighting Defensively: A character can choose to fight
Fighting Defensively: A character can choose to fight defensively while making a ranged attack. If he does so,
defensively while making a melee attack. If he does so, he takes a –4 penalty on his or her attack in a round to
he takes a –4 penalty on his attack in a round to gain a +2 gain a +2 dodge bonus to DV in the same round.
dodge bonus to DV in the same round.
174
141.157.188.166
Actions in Combat
Standard Actions Full-Round Actions
Attack (melee) Bull rush (charge)
Attack (ranged) Charge
Attack (unarmed) Coup de grace
Attack (aid another) Full attack

WORLD OF ADVENTURE
Bull rush (attack) Overrun (charge)
Escape a grapple Run
Feint (see the Bluff skill) Withdraw
Ready (triggers an attack action) Extinguish flames
Make a dying character stable Use a skill that takes a full round
Attack a weapon Free Actions
Attack an object Drop an object
Total defence Drop to prone, sitting, or kneeling
Use a skill that takes a standard action Speak
Move Actions Action Type Varies
Move the character’s speed Disarm2
Use a piece of equipment Grapple2
Climb (one-quarter speed) Load a weapon
Climb, accelerated (one-half speed) Trip an opponent4
Crawl Use a feat3
Draw a weapon1 No Action
Holster a weapon Delay
Move a heavy object 1
If the character has a base attack bonus of +1 or higher, he can
Open a door combine this action with a regular move. If the character has
Pick up an object the Two-Weapon Fighting feat, he can draw two light or one-
handed weapons in the time it would normally take to draw
Retrieve a stored object
one.
Stand up from prone, sitting, or kneeling 2
These attack forms substitute for a melee attack, not an
Start/complete full-round action action. As melee attacks, they can be used once in an attack or
Swim charge action, one or more times in a full attack action, or even
Use a skill that takes a move action as an attack of opportunity.
3
The description of a feat defines its effect.

Total Defence: Instead of attacking, a character can use Movement in Combat: Generally, a character can move
his standard action simply to defend. This is called a total his speed as a move action. If a character uses his attack
defence action. The character may not attack or perform action as a move action, the character can move again, for
any other activity but he does benefit from a +4 dodge a total movement of up to twice his normal speed. If the
bonus to his Defence Value for 1 round. The character’s character spends the entire round to run all-out, he can
Defence Value improves at the start of this action, so it move up to four times his normal speed.
helps against any attacks of opportunity the character is
subject to while performing his move action. Movement in Darkness: If a character moves when he
cannot see, such as in total darkness, his speed is limited
Move Actions in Combat to one-half normal. The Blind-Fight feat reduces this
A character can perform all the available move actions penalty.
during a combat situation. In addition, the following
considerations apply to movement during combat, which Passing Through: Sometimes a character can pass
is called tactical movement. through an area occupied by another character, creature
or object.
Medium characters normally move 30 feet, although
armour can slow a character down. Some creatures and  Friendly Character: A character can move through
automata move faster or slower. A character’s speed when a space occupied by a friendly character.
unarmoured is sometimes called base speed.  Unfriendly Character: There are two ways to move
through a space occupied by a resisting enemy.
Encumbrance: A character encumbered by carrying a large The character can attempt an overrun, or he can
amount of gear or a fallen comrade may move slower than attempt to tumble through a square occupied
normal. by an enemy. He may only attempt the latter

175
141.157.188.166
Magic Conduits in Combat Movement during a Charge: The character must move
Many rituals have a reach of ‘touch.’ To use these before his attack, not after. The character must move at
effects from a conduit, the character activates the least 10 feet and may move up to twice his speed. All
effect and then touches the subject, either in the movement must be in a straight line, with no backing up
same round or any time later. In the same round allowed. The character must stop as soon as he is within
that he activates the effect, he may also touch (or striking range of his or her target. He may not run past
WORLD OF ADVENTURE

attempt to touch) the target. He may take his move the target and attack from another direction.
before activating the effect, after touching the target,
or between activating the effect and touching the During the surprise round, or any other time a character
target. He can automatically touch one friend or is limited to taking no more than a single attack action on
use the spell on himself but to touch an opponent, his turn, he can still use the charge action but he is only
he must succeed on a touch attack, for which see allowed to move up to his speed, instead of up to twice
above. his speed.

Holding the Charge: If the character does not Attacking after a Charge: After moving, the character may
discharge the effect in the round when he activated make a single melee attack. He gains a +2 bonus to the
it, he can hold the charge indefinitely. He can attack roll. He also takes a –2 penalty to his DV for 1
continue to make touch attacks round after round. round, until the beginning of his turn in the following
You can touch one friend as a standard action or up round.
to six friends as a full-round action. If a character
touches anything or anyone while holding a charge, Even if the character has extra attacks, such as from having
even if this was not intentional, then the effect a high enough base attack bonus or from using multiple
discharges. If he activates another effect, the touch weapons, he may still make only one attack after a charge.
effect dissipates. Alternatively, he may make a Instead of attacking the target, a character can attempt to
normal unarmed attack (or an attack with a natural push the target back. See Bull Rush below.
weapon) while holding a charge. In this case, he is
not considered armed. If the attack hits, he deals Full Attack: If a character is entitled to more than one
normal damage for his unarmed attack or natural attack per action because his base attack bonus is high
weapon and the spell discharges. If the attack enough, because he fights with two weapons, because he
misses, he is still holding the charge. is using a double weapon or for some other special reason,
then he must use the full attack action to gain these
additional attacks. He does not need to specify the targets
if he has ranks in the Tumble skill; see the skill
of his attacks ahead of time. He is allowed to see how the
description. If an unfriendly character does not
earlier attacks turn out before assigning the later ones.
resist, then a character can move through a space
occupied thereby as if the unfriendly character was
If a character is entitled to multiple attacks based on his
friendly.
base attack bonus, then he must make the attacks in order
 Square Occupied by Creature or Object Three Sizes
from highest bonus to lowest. If the character is using
Larger or Smaller: Any creature can move through
two weapons, he can strike with either weapon first. If
a square occupied by a creature or object three size
the character is using a double weapon, he can strike with
categories larger or three categories smaller than it
either part of the weapon first.
is.
Committing to a Full Attack Action: A character does not
Flanking: If a character is making a melee attack against
have to commit to a full attack until after the first attack.
an opponent and an ally directly opposite the character is
He can then decide whether to make his or her remaining
threatening the opponent, the character and his ally are
attacks or to take a move action to move, draw or put away
said to be flanking the opponent. Both characters gain a
a weapon and so forth. See Move Actions, above.
+2 bonus on their attack rolls. The ally must be on the
other side of the opponent so that the opponent is directly
Fighting Defensively: A character can choose to fight
between the character and the ally. A character does not
defensively when taking a full attack action. If he does so,
gain a bonus for flanking when making a ranged attack.
he takes a –4 penalty on all attacks in a round to gain a +2
dodge bonus to Defence in the same round.
Full-Round Actions in Combat
A full-round action requires an entire round to complete.
Attacking with Two Weapons: If the character wields
a second weapon in his off hand, then he can make one
Charge: Charging is a special full-round action that
extra attack per round with that weapon. Fighting in this
allows a character to move more than his speed and attack
way is very difficult, however. The character takes a –6
during the action. However, there are tight restrictions on
penalty on the regular attack or attacks with his primary
how and when a character can charge.
176
141.157.188.166
hand and a –10 penalty on the attack with his off hand. Defence Value Modifiers
Characters fighting with two weapons must use the same Circumstance Melee Ranged
kind of weapon in each hand (both melee or both ranged)
Defender sitting or –2 +21
unless they possess the Two-Weapon Fighting feat. A
kneeling
character can reduce the penalties inherent in this kind of
Defender prone –4 +41
combat in two ways.
Defender stunned or –22 –22

WORLD OF ADVENTURE
If the off-hand weapon is light, then reduce both the cowering
penalties by 2. An unarmed strike is always considered Defender climbing –22 –22
light. Also, the Two-Weapon Fighting feat lessens the Defender flat-footed +02 +02
primary hand penalty by 2 and the off-hand penalty Defender running +02 +22
by 6. The Two-Weapon Fighting Penalties table below Defender grappling +02 +03
summarises the interaction of all these factors. (attacker not)
Defender pinned –44 +04
Double Weapons: A character can use a double weapon to Defender helpless (such +02 +02
make an extra attack as if he or she were fighting with two as paralysed, sleeping,
weapons. The penalties apply as if the off-hand weapon or bound)
were light. Defender has cover See Cover
Defender concealed or See
Two-Weapon Fighting Penalties invisible Concealment
Primary Off 1
May instead improve bonus to DV granted by cover.
Circumstances Hand Hand See Cover, below.
Normal penalties –6 –10 2
The defender loses any Dexterity bonus to Defence.
Off-hand weapon is light –4 –8 3
Roll randomly to see which grappling combatant the
Two-Weapon Fighting –4 –4 character strikes. That defender loses any Dexterity
feat bonus to Defence.
Off-hand weapon is –2 –2 4
Treat the defender’s Dexterity as 0 (–5 modifier).
light and Two-Weapon
Fighting feat Attack Roll Modifiers
Circumstance Melee Ranged
Withdraw: Withdrawing from melee combat is a full- Attacker flanking +2 —
round action. When a character withdraws, he can move defender1
up to twice his speed. Some forms of movement (such as
Attacker on higher +1 +0
climbing and swimming) require skill checks from most
ground
creatures. A character may not withdraw using a form of
Attacker prone –4 –22
movement for which he must make a skill check.
Attacker invisible +23 +23
1
Combat Modifiers A character flanks a defender when he or she has an
ally on the opposite side of the defender threatening the
This section covers offensive and defensive modifiers
defender.
provided by position. In the incredibly violent world 2
Some ranged weapons cannot be used while the attacker
of Steampunk, these modifiers can be the edge a Player
is prone.
Character needs to survive. As such, they are a vital part 3
The defender loses any Dexterity bonus to Defence.
of combat.
Cover
Favourable and Unfavourable Conditions
Cover provides a bonus to Defence Value. The more
Generally speaking, any situational modifier created by
cover a character has, the bigger the bonus. In a melee, if
the attacker’s position or tactics applies to the attack roll,
a character has cover against an opponent, that opponent
while any situational modifier created by the defender’s
probably has cover against the character too. With ranged
position, state, or tactics applies to the defender’s Defence
weapons, however, it is easy to have better cover than
Value. The Games Master judges which bonuses and
the opponent. The Games Master may impose other
penalties apply, using the Defence Value Modifiers table
penalties or restrictions on attacks depending on the
and the Attack Roll Modifiers table as guides.
details of the cover.

Degree of Cover: Cover is assessed in subjective


measurements of how much protection it offers. The
Games Master determines the value of cover. This
measure is not a strict mathematical calculation, because
a character gains more value from covering the parts of
177
141.157.188.166
his or her body that are more likely
to be struck. If the bottom half of
a character’s body is covered, that
only gives one-quarter cover, because
most vital areas are still fully exposed. If one
side or the other of a character’s body is covered,
the character gets one-half
WORLD OF ADVENTURE

cover.

Cover Defence
Bonus: The
Cover table below gives the DV
bonuses for different degrees of cover.
Add the relevant number to the
character’s DV. This cover bonus
overlaps (does not stack) with
certain other bonuses.

Cover Reflex Save Bonus: This can be particularly important to know


The Cover table also gives the in cases when a character uses another character
Reflex saving throw bonuses as cover. In such a case, if the cover is struck and
for different degrees of cover. the attack roll exceeds the Defence of the covering
Add this bonus to Reflex saving character, the covering character takes the damage
throws against attacks that affect an intended for the target.
area. This bonus only applies to attacks that originate or
burst out from a point on the other side of the cover. If the covering character has a Dexterity bonus to Defence
or a dodge bonus and this bonus keeps the covering
Striking the Cover Instead of a Missed Target: If it character from being hit, then the original target is hit
ever becomes important to know whether the cover was instead. The covering character has dodged out of the way
actually struck by an incoming attack that misses the and did not provide cover after all. A covering character
intended target, the Games Master should determine if can choose not to apply his Dexterity bonus to Defence
the attack roll would have hit the protected target without and/or his dodge bonus, if the character so desires.
the cover. If the attack roll falls within a range low enough
to miss the target with cover but high enough to strike the Concealment
target if there had been no cover, the object used for cover Concealment includes all circumstances in which nothing
was struck. physically blocks a blow or shot but something interferes
with an attacker’s accuracy.
Cover
Degree of Cover Cover Bonus Reflex Degree of Concealment: Concealment is subjectively
(Examples) to DV Saves measured and is an assessment of how well concealed
One-quarter (standing +2 +1 the defender is. Examples of what might qualify
behind a 3-ft. high as concealment of various degrees are given in the
wall) Concealment table below. Concealment always depends
on the point of view of the attacker.
One-half (fighting +4 +2
from around a corner
Concealment Miss Chance: Concealment gives the
or a tree; standing
subject of a successful attack a chance that the attacker
at an open window;
missed outright because of the concealment. If the
behind a creature of
attacker hits, the defender must make a miss chance
same size)
percentile roll to avoid being struck. It does not matter
Three-quarters +7 +3
who makes the roll or whether it is rolled before or after
(peering around a
the attack roll. When multiple concealment conditions
corner or a big tree)
apply to a defender, use the one that would produce
Nine-tenths (standing +10 +4* the highest miss chance. Do not add the miss chances
at an arrow slit; together.
behind a door that is
slightly ajar)
Total (on the other — —
side of a solid wall)
* Half damage if saving throw is failed; no damage if successful.
178
141.157.188.166
Gearbolt hefted up one of the iron doors and propped it up for cover. Incoming fire slammed into the door’s surface,
spraying molten metal and fragments all around. The cog set itself as a brace, keeping the door up while the rest of
Jerrek’s team moved up behind him. They popped up, snapping off quick shots, then dove back behind the rent iron
portal to avoid the orcs’ returning volleys.

‘I am not certain this barricade will hold for long, sir,’ Gearbolt droned as the orcs’ bullets began to pit the metal

WORLD OF ADVENTURE
shield all around it. ‘I believe this will provide only another minute of protection before its surface ruptures.’

‘We are in trouble, Jer,’ Gailion commented as the enemy’s shots tore through his ephemeral body harmlessly. ‘There
are fifty or sixty of them in there and they all have manlets built into the tunnel for protection. They can hold us off
for a lot longer than we can batter away at them like this. We need another cannon blast or five.’

Thurdin shrugged, immediately regretting the gesture as his stitches pulled painfully. ‘No can do. I only had the
one.’ He looked back at the handcarts they had just liberated from the orcish raiders a few minutes before. ‘I might
be able to put something together out of this lot but I’ll need time to work.’ Thurdin popped up, took another shot
at an orc running towards them with a lit bomb, and dashed back to the carts. The bomb detonated far too close to
their cover; it took Gearbolt and Jerrek combined efforts, both braced as hard as they could, to keep it from flipping
over and exposing them all.

‘Work fast!’ Jerrek reached into his pack and took out a little something he had been saving for a rainy day. The
thunder of the orcish guns was enough of a storm to count, he reasoned. ‘I can buy us a few seconds. Gail, Heshia
get that other door over here when this goes off!’ With a high overhand throw, he chucked the burn bomb over the
barrier and into the middle of the orcish manlets. He took an iron crossbow bolt in the arm for his trouble but the
glass shattered and flames raced all over the greenskins’ defensive position, throwing them into chaos. ‘Move!’

Concealment attacking with a melee weapon, or with a ranged weapon


Concealment (Example) Miss from an adjacent square, then he can use a full-round
Chance action to deliver a coup de grace.
One-quarter (light fog; light foliage) 10%
Coup de Grace: As a full-round action, a character can
One-half (shadows; dense fog at 5 ft.) 20%
use a melee weapon to deliver a coup de grace to a helpless
Three-quarters (dense foliage) 30% foe. A character can also use a ranged weapon, provided
Nine-tenths (near total darkness) 40% he is adjacent to the target. He automatically hits and
Total (attacker blind; total darkness; 50% and scores a critical hit. If the defender survives the damage,
smoke grenade; dense fog at 10 ft.) must guess he must still make a Fortitude saving throw (DC 10 +
target’s damage dealt) or die.
location
A character cannot deliver a coup de grace against a
Helpless Defenders creature that is immune to critical hits.
A helpless foe, that is, one who is bound, sleeping,
unconscious, or otherwise at the attacker’s mercy, is an Knockout Blow: As a full-round action, a character
easy target. A character can sometimes approach a target can make an unarmed attack or use a melee weapon that
that is unaware of his presence, move adjacent to the deals non-lethal damage to deliver a knockout blow to a
target and treat him as helpless. If the target is in combat helpless foe. A character can also use a melee weapon that
or some other tense situation, and therefore in a state of deals lethal damage to do this but he takes a –4 penalty to
acute awareness and readiness, or if the target can use his the attack roll on any attempt to deal non-lethal damage
or her Dexterity bonus to DV, then that target cannot be with the weapon. The target has an effective DV of 5 + his
considered unaware. Further, any reasonable precaution or her size modifier. If the character hits, he automatically
taken by a target, including stationing bodyguards, scores a critical hit; see Non-lethal Damage.
placing his or her back to a wall, or being able to make
Spot checks, also precludes catching that target unaware A character cannot deliver a knockout blow against a
and helpless. creature that is immune to critical hits.

Regular Attack: A helpless defender has an effective DV


of 5 + his or her size modifier. If a character is attacking Special Initiative Actions
with a ranged weapon and is not adjacent to the target, the Usually, when a character is in combat, he acts as soon as
character can use a full-round action to make the attack he can. Sometimes, though, a character wants to act later,
and gain a +5 bonus on the attack roll. If the character is at a better time, or in response to the actions of someone
else. These decisions are not common in the ‘Shoot first,
179
141.157.188.166
shoot often’ world of Steampunk combat but they are readied action, though he may ready the same action
occasionally worthwhile. again. If the character takes his readied action in the next
round, before his regular turn comes up, then his initiative
Delay count rises to that new point in the order of battle and he
By choosing to delay, the character takes no action and does not get his regular action that round.
then acts normally at whatever point in the initiative
count he decides to. In brief, when a character chooses Special Attacks
WORLD OF ADVENTURE

to delay, he reduces his initiative result voluntarily for the This section covers an assortment of other special attacks.
rest of the combat. When his new, lower initiative count
comes up later in the same round, he can act normally. Aid Another
The character can specify what this new initiative result In combat, a character can help a friend attack or defend
will be, or just wait until some time later in the round by distracting or interfering with an opponent. If the
and act then, thus fixing his new initiative count at that character is in position to attack an opponent with which
point. A character cannot interrupt anyone’s action with a friend of the character is engaged in melee combat,
a delayed action, though he may do so with a readied the character can attempt to aid the friend as a standard
action, for which see below. action. The character makes an attack roll against a
Defence Value of 10. If the character succeeds, he does
Delaying Limits: The longest a character can delay before not actually damage the opponent; instead, his friend
taking an action is until after everyone else has acted in the gains either a +2 circumstance bonus to attack rolls against
round. At that point, the delaying character must act or that opponent or a +2 circumstance bonus to DV against
else forfeit any action in that round. If multiple characters that opponent on the friend’s next turn. The aiding
are delaying, then the one with the highest initiative character may choose which bonus to apply.
modifier (or highest Dexterity, in case of a tie) has the
advantage. If two or more delaying characters both want Bull Rush
to act on the same initiative count, then the one with the A character can attempt a bull rush as a standard action
highest initiative modifier may act first. If two or more made during his move action, or as part of a charge. In
delaying characters are trying to act after one another, the general, a character cannot make a standard action during
one with the highest initiative modifier may go last; the a move action; this is an exception. When the character
others must go first or lose their action for the round. bull rushes, he attempts to push an opponent straight
back instead of attacking. A character can only bull rush
Ready an opponent who is one size category larger than him, the
The ready action lets a character prepare to take an action same size, or smaller.
later, in order to interrupt another character. Essentially,
the character splits his action, taking the move action Initiating a Bull Rush: First, the character moves into
on his initiative count and the standard action at a later the target’s space. Second, the character and the target
point. On the character’s turn, he prepares to take an make opposed Strength checks. If the character and the
action later, if a specific trigger condition is met. Then, target are different sizes, the larger combatant gets a bonus
later in the round, if the trigger condition occurs, the on the Strength check of +4 per difference in size category.
character takes the readied action, acting immediately The character gets a +2 bonus if he was charging. The
before the triggering action. target gets a +4 stability bonus if he has more than two legs
or is otherwise exceptionally stable.
Readying an Action: A character can ready a standard
action or a move action. To do so, he specifies the action Bull Rush Results: If the character beats the target’s
he will take and the conditions under which he will take Strength check, he pushes the target back 5 feet. He can
it. Then, at any time before the character’s next action, push the target back an additional 5 feet for every 5 points
he may take the readied standard action in response to by which he exceeded the target’s check result, provided
those conditions. The readied action occurs just before he moves with the target. A character cannot, however,
the event that triggers it. If the trigger is part of another exceed his normal movement for that action.
character’s actions, the readied action interrupts the other
character. The other character continues his or her actions If the character fails to beat the target’s Strength check,
once the readied action is completed. then he moves 5 feet straight back to where he was before
he moved into the opponent’s space. If that space is
The character’s initiative count changes. For the rest occupied, the character falls prone there.
of the encounter, it becomes the count on which the
character took the readied action. The character acts Mounted Combat
immediately ahead of the character whose action triggered Warhorses and warponies can serve readily as combat
the readied action. steeds. Light horses, ponies, and heavy horses, however,
are frightened by combat. If the character does not
If the character comes to his next action and has not yet dismount, he must make a DC 20 Ride check each round
performed the readied action, he does not get to take the
180
141.157.188.166
as a move action to control such a horse. If he succeeds, he him, the same size, or smaller. A character can make only
can perform a standard action after the move action. If he one overrun attempt per action.
fails, the move action becomes a full round action and the
character cannot do anything else until his next turn. The First, the character must move at least 10 feet in a straight
mount acts on the character’s initiative count as he directs line into the target’s space. Then the target chooses either
it. The character moves at its speed but the mount uses to avoid or to block the character. If the opponent avoids
its action to move. For simplicity, assume that a character the character, then the character keeps moving, since a

WORLD OF ADVENTURE
shares his mount’s space during combat. character can always move through a square occupied by
someone who lets him by. If the opponent blocks the
Combat while Mounted: With a DC 5 Ride check, character, make a trip attack against the opponent; see
a character can guide a mount with his knees so as to Trip. If the character succeeds in tripping his opponent,
use both hands to attack or defend himself. This is a then he can continue his movement as normal.
free action. When a character attacks a creature that is
both smaller than the mount and on foot, he gains a +1 If the character fails and is tripped in turn, he falls prone in
bonus to melee attacks for being on higher ground. If the target’s space. If the character fails but is not tripped,
the mount moves more than 5 feet, he can only make a then he to move 5 feet back the way he came, ending his
single melee attack. Essentially, the character has to wait movement there. If that space is occupied, then he falls
until the mount reaches the enemy before attacking, so a prone there.
full attack is impossible. Even at the mount’s full speed,
the character does not take any penalty on melee attacks Trip
while mounted. A character can try to trip an opponent, or otherwise
knock him down as an unarmed melee attack. A character
If a mount charges, the character also takes the penalty can only trip an opponent who is one size category larger
to Defence Value associated with a charge. If he makes than him, the same size, or smaller.
an attack at the end of the charge, he receives the bonus
gained from the charge. When charging on horseback, a Making a Trip Attack: The character makes an unarmed
character deals double damage with a lance; see Charge. melee touch attack against the target. If the attack
succeeds, the character makes a Strength check opposed
The character can use ranged weapons while the mount is by the target’s Dexterity check or Strength check, using
taking a double move but suffers a –4 penalty to the attack whichever ability score has the higher modifier. If the
roll if he does so. He can use ranged weapons while the character and the target are different sizes, then the larger
mount is running (quadruple speed) at a –8 penalty. In combatant gets a bonus to his Strength check of +4 per
either case, the character makes the attack roll when the difference in size category. The target also gains a +4
mount has completed half its movement. He can make stability bonus on his check if he has more than two legs
a full attack with a ranged weapon while the mount is or is otherwise exceptionally stable. If the character wins,
moving. Likewise, he can take move actions normally he trips the target. If the character loses, the target may
immediately react and make a Strength check opposed by
If A Mount Falls in Battle: If the mount falls, the the character’s Dexterity check or Strength check to try to
character must succeed on a DC 15 Ride check to make trip him.
a soft fall and take no damage. If the check fails, he takes
1d6 points of damage. Being Tripped (Prone): A tripped character is prone; see
the Defence Modifiers table. Standing up from a prone
If the Rider is Dropped: If the character is knocked position is a move action, as listed above.
unconscious, he has a 50% chance to stay in the saddle,
or 75% if he is in a military saddle. Otherwise he falls Tripping with a Weapon: Some weapons, such as the
and takes 1d6 points of damage. Without a rider to guide chain and the whip, can be used to make trip attacks. If
it, the mount avoids combat unless it is of greater than the character is tripped during his own trip attempt, then
animal intelligence, in which case it acts like a creature of he can drop the weapon to avoid being tripped.
its abilities and intellect and is generally controlled by the
Games Master. Disarm
As a melee attack, a character may attempt to disarm his
Overrun opponent. If he does so with a weapon, he knocks the
A character can attempt an overrun as a standard action opponent’s weapon out of his hands and to the ground.
made during his move action, or as part of a charge. In If the character makes the disarm attempt while unarmed,
general, a character cannot make a standard action during the character ends up with the weapon in his or her
a move action; this is an exception. With an overrun, the hand.
character attempts to move through an opponent’s area,
going past or over the opponent. A character can only If a character is attempting to disarm the wielder of a
overrun an opponent who is one size category larger than melee weapon, he and the target make opposed attack

181
141.157.188.166
rolls with their respective weapons. If the weapons are Substance Hardness and Hit Points
different sizes, the combatant with the larger weapon Substance Hardness Hit Points
gets a bonus on the attack roll of +4 per difference in size Paper 0 2/inch of thickness
category. If the target is using a weapon in two hands, he Rope 0 2/inch of thickness
gets an additional +4 bonus. Also, if the combatants are Resin 0 3/inch of thickness
different sizes, the larger combatant gets a bonus on the Glass 1 1/inch of thickness
attack roll of +4 per difference in size category. Ceramic 1 2/inch of thickness
WORLD OF ADVENTURE

Ice 0 3/inch of thickness


If the character beats the target’s attack roll, the target is
Horn 2 5/inch of thickness
disarmed. If the character attempted the disarm action
Wood 5 10/inch of thickness
unarmed, he now has the weapon. If the character
Aluminium 6 10/inch of thickness
was armed, the target’s weapon is on the ground at the
Concrete 8 15/inch of thickness
target’s feet. If the character fails the disarm attempt, the
Steel 10 30/inch of thickness
target may immediately react and attempt to disarm him
with the same sort of opposed melee attack roll. If the
Grapple Modifier: A creature’s size works in its favour
opponent fails to disarm, the character does not get a free
when grappling if that creature is Large or larger in size.
disarm attempt against him.
Conversely, a creature of Small or smaller size is at a
disadvantage because of its size when grappling. Instead
Ranged Weapons: To disarm an opponent wielding a
of using a creature’s size modifier on a grapple check, as
ranged weapon, the character makes a melee attack or
would be done for a melee or ranged attack roll, use the
unarmed attack to strike the weapon in the opponent’s
appropriate grapple modifier from the Grapple Modifiers
hand; see Attack an Object. If the weapon is held in two
table below.
hands, it gets a +2 bonus to its DV. If the character’s
attack succeeds, the ranged weapon falls to the ground or,
Grapple Modifiers
if the character made the attack unarmed, winds up in the
character’s hands. If the character fails, the target does not Grapple
get to make a disarm attempt against him. Size (Example) Modifier
Leviathan (walking fortress) +20
Disarming an opponent by using a ranged weapon is only Colossal (blue whale 90 ft. long) +16
possible if the character doing so possesses the Improved Gargantuan (grey whale 40 ft. long) +12
Disarm feat. Huge (elephant) +8
Large (lion) +4
Grabbing Objects: A character can also use disarm to Medium (human) +0
snatch away an object worn by a target. Doing this works Small (German shepherd) –4
in the same way as a disarm attempt (see above) with the Tiny (housecat) –8
following differences:
Diminutive (rat) –12
Fine (horsefly) –16
Modifiers: If the object is well secured or otherwise
difficult to grab from the target, the target gets a +4
Starting a Grapple: To start a grapple, a character first
bonus. On the other hand, if the object is poorly secured
needs to grab and hold his target. Attempting to start a
or otherwise easy to snatch or cut away, the attacker gets
grapple is the equivalent of making a melee attack. If the
a +4 bonus.
character gets multiple attacks in a round, he can attempt
Failed Attempts: Failing an attempt to grab an object does
to start a grapple multiple times, at successively lower base
not allow the target to attempt to disarm the character.
attack bonuses.
Grapple
 Step One - Grab: The character makes a melee
Grappling means wrestling and struggling hand-to-hand.
touch attack to grab the target. If the character
With most people carrying guns and blades in OGL
fails to hit the target, he fails to start the grapple.
Steampunk, grappling can be a dangerous proposition but
If he succeeds, proceed to step 3.
it can be a useful combat option in certain cases where
 Step Two - Hold: Make an opposed grapple check
normal methods of assault may not advisable or possible.
as a free action. If the character succeeds, then
he has started the grapple and deals damage to
Grapple Checks: When a character is involved in a
the target as if with an unarmed strike. If the
grapple, he will need to make opposed grapple checks
character loses, he fails to start the grapple. The
against an opponent, often repeatedly. A grapple check
character automatically loses an attempt to hold if
is something like a melee attack roll. A character’s attack
the target is two or more size categories larger than
bonus on a grapple check is:
he is. However, he can still make an attempt to
grab such a target, if that is all he wants to do.
Base attack bonus + Strength modifier + grapple
modifier
182
141.157.188.166
 Step Three - Maintain the Grapple: To maintain lower attack bonus for each roll. The character is limited
the grapple for later rounds, the character must to these options only; he cannot take any other actions.
move into the target’s space. This movement is
free and does not count as part of the character’s  Damage the Opponent: The character makes an
movement for the round. The character and the opposed grapple check; if he succeeds, he deals
target are now grappling. If the character cannot damage as from an unarmed strike.
move into the target’s space, then he cannot  Pin: The character makes an opposed grapple

WORLD OF ADVENTURE
maintain the grapple and must immediately let go check; if he succeeds, he holds the opponent
of the target. To grapple again, the character must immobile for 1 round. The opponent takes a
begin at step 1. –4 penalty to DV against all attacks from other
people but not from the character himself;
Grappling Consequences: While a character is grappling, however, the opponent is not considered helpless.
his ability to attack others and defend himself is limited. A character cannot use a weapon on a pinned
character, nor can he attempt to damage or pin a
No Dexterity Bonus: A character loses his Dexterity second opponent while holding a pin on the first.
bonus to DV (if he has one) against opponents he is not A pinned character cannot take any action except
grappling. The character can still use it against opponents to attempt to escape from the pin.
he is grappling.  Escape from Grapple: The character makes an
No Movement: A character cannot move while held in a opposed grapple check. If the character succeeds,
grapple. he can escape the grapple. If more than one
opponent is grappling the character, the grapple
If the Character is Grappling: When a character is check result has to beat all their check results to
grappling (regardless of who started the grapple) he escape. Opponents do not have to try to hold a
can attempt any of several actions on his turn. Unless character if they do not want to. Alternatively,
otherwise noted, each of these options is equivalent to the character can make an Escape Artist check
an attack. If the character normally gets more than one opposed by the opponent’s grapple check to
attack per attack action, he can attempt as many of these escape from the grapple. This is an action that
options as he has attacks available, using his successively the character may only attempt once per round,
even if the character gets multiple attacks. If the
character has not used his move action for the
round, then he may do so after escaping from the
grapple.
 Escape from Pin: The character makes an opposed
grapple check. If the character succeeds, he can
escape from being pinned. Opponents do not
have to try to keep the character pinned if they do

183
141.157.188.166
not want to. The character is still being grappled, Thrown Explosives
however. Alternatively, a character can make an An attack with a thrown explosive is a ranged attack made
Escape Artist check opposed by the opponent’s against a specific 5-foot space, which can be occupied by
grapple check to escape from the pin. This is a creature. Throwing the explosive is a standard action.
a standard action that the character may only If the target location is within one range increment, the
attempt once per round, even if he gets multiple character does not need to make an attack roll. If the
attacks. target square is more than one range increment away,
WORLD OF ADVENTURE

 Break Another’s Pin: The character makes an the character makes an attack roll. The target location
opposed grapple check; if the character succeeds, has an effective DV of 10. Thrown weapons require no
he can break the hold that an opponent has over weapon proficiency, so a character does not take the –4
an ally. nonproficiency penalty. If the attack is successful, then
 Draw a Light Weapon: A character can draw a the grenade or explosive strikes the targeted spot.
light weapon as a move action.
 Attack with a Light Weapon: A character can If the character misses the target, the explosive lands in a
attack with a light weapon while grappling but random direction. Consult the tables below to determine
not while pinned or pinning. A character cannot where the explosive lands. If the weapon was thrown two
attack with two weapons while grappling. to three range increments (11 to 30 feet) then roll 1d4.

If the Character is Pinned: When an opponent has d4 Location Struck


pinned the character, he is held immobile (but not 1 5 ft. beyond target
helpless) for 1 round and cannot attempt any other action. 2 5 ft. right of target
On the character’s turn, he can attempt to escape from the
3 5 ft. short of target
pin. If the character succeeds, he is still grappling.
4 5 ft. left of target
Joining An Ongoing Grapple: If the target is already
For ranges of up to five range increments (31 to 50 feet),
grappling someone else, a character can use an attack to
roll 1d8.
start a grapple, as above, except that his grab attempt
automatically succeeds. The character still has to make a
successful opposed grapple check and move in to be part d8 Location Struck
of the grapple. If multiple enemies are already involved in 1 10 ft. beyond target
the grapple, the character picks one against whom to make 2 5 ft. beyond and right of target
the opposed grapple check. 3 10 ft. squares right of target
4 5 ft. short and right of target
Multiple Grapplers: Several combatants can be in a 5 10 ft. short of target
single grapple. Up to four combatants can grapple a 6 5 ft. short and left of target
single opponent in a given round. Creatures that are one 7 10 ft. left of target
size category smaller than the character count as one-half 8 5 ft. beyond and left of target
creature each. Creatures that are one size category larger
than the character count as two creatures and creatures After determining where the explosive landed, it deals
two or more size categories larger than the character its damage to all targets within the burst radius of the
count as four creatures. When involved in a grapple weapon. The targets may make Reflex saving throws for
with multiple opponents, the character chooses one half damage. The DC varies according to the explosive
opponent against whom he makes his opposed check. type.
The exception is an attempt to escape from the grapple;
to escape, a character’s grapple check must beat the check Planted Explosives
results of all opponents. A planted explosive is set in place through the use of
the Knowledge (architecture and engineering) or Craft
Grenades and Explosives (mechanical) skills, with some kind of timer or fuse
An explosive is a weapon that, when detonated, affects determining when it goes off. No attack roll is necessary
all creatures and objects within its burst radius by means to plant an explosive; the explosive sits where it is placed
of shrapnel, heat or massive concussion. Its effect is until it is moved or goes off. When a planted explosive
broad enough that it can hurt characters just by going detonates, it deals its damage to all targets within the burst
off close to them. Some explosives, such as grenades, radius of the weapon. The targets may make Reflex saving
can be thrown and they explode when they land. Others throws for half damage. The DC varies according to the
are planted, with fuses or timers, going off after a preset explosive type.
amount of time elapses.
Splash Weapons
A splash weapon is a ranged weapon that breaks apart on
impact, splashing or scattering its contents over its target

184
141.157.188.166
and nearby creatures or objects. Most splash weapons An object being held, carried, or worn has a DV equal to
consist of liquids in breakable containers. the above figure + 5 + the opponent’s Dexterity modifier +
the opponent’s class bonus to DV.
To attack with a splash weapon, make a ranged touch
attack against the target. Thrown weapons require no Hardness: Each object has hardness. This is a number that
weapon proficiency, so characters do not take the –4 represents how well it resists damage. Whenever an object
nonproficient penalty. A hit deals direct hit damage to takes damage, subtract its hardness from the damage.

WORLD OF ADVENTURE
the target and splash damage to all other creatures within Only damage in excess of its hardness is deducted from
5 feet of the target. the object’s hit points. See the Substance Hardness and
Hit Points table and the Object Hardness and Hit Points
A character can instead target a specific 5-foot square, table for reference.
including a square occupied by a creature. Use the rules Hit Points: An object’s hit point total depends on what it
for thrown explosives. However, if a character targets a is made of or how big it is. See the Substance Hardness
location, creatures within 5 feet are all dealt the splash and Hit Points table and the Object Hardness and Hit
damage and the direct hit damage is not dealt to any Points table for reference.
creature. If the character misses the target, whether he is Structure points: Some objects are particularly tough
aiming at a creature or a square, then check to see where and have structure points rather than hit points to
the weapon lands, using the rules for thrown explosives. measure their physical integrity. A weapon or attack
After determining where the object landed, splash damage dealing damage in hit points must deal 10 hit points of
is dealt to all creatures within 5 feet. damage in order to deal 1 structure point of damage,
after subtracting the object’s hardness. Weapons that deal
Attack an Object structure damage deal their damage directly and ignore
Sometimes a character needs to attack or break an object. the object’s hardness.
These rules are also used to determine what happens
to large pieces of machinery that are struck by attacks Energy Attacks: Acid and sonic attacks deal normal
specifically intended to damage them. damage to most objects. Electricity and fire attacks
deal half damage to most objects; divide the damage by
Strike an Object 2 before applying the hardness. Cold attacks deal one-
Objects are easier to hit than characters because they quarter damage to most objects; divide the damage by 4
usually do not move, but many are tough enough to shrug before applying the hardness.
off some damage from each blow. Ineffective Weapons: The Games Master may determine
that certain weapons just cannot deal damage effectively
Object Defence and Bonuses to Attack: Objects to certain objects.
are harder or easier to hit depending on their size and Immunities: Objects are immune to non-lethal damage
whether they are immobile or being held, carried, or worn and to critical hits.
by opponents. The base DV of objects is shown on the Saving Throws: Unattended objects never make saving
Size and Defence of Objects table. throws. They are considered to have failed their saving
throws. An object attended by a character (being grasped,
Size and Defence of Objects touched, or worn) receives a saving throw just as if the
character herself were making the saving throw.
Size (Example) DV
Leviathan (fortress) –11 Breaking Objects
Colossal (airship) –3 When a character tries to break something with sudden
Gargantuan (traction engine) 1 force rather than by dealing damage, use a Strength check
Huge (carriage) 3 to see whether he succeeds. The DC depends more on
Large (big door) 4 the construction of the object than on the material. If an
Medium (bicycle) 5 object has lost half or more of its hit points, the DC to
Small (chair) 6 break it decreases by 2.
Tiny (gramophone) 7
Diminutive (paperback book) 9 Repairing Objects
Fine (pencil) 13 Repairing damage to an object takes a full hour of work
and appropriate tools. Without the tools, a character
If a character uses a full-round action to make an attack takes a –4 penalty on his Repair check. At the end of the
against an inanimate, immobile object, the character gets hour, make a Repair check at DC 20. Success restores
an automatic hit with a melee weapon, or a +5 bonus on 2d6 hit points. If damage remains, the character may
his or her attack roll with a ranged weapon. continue to make repairs for as many hours as it takes
to restore all the object’s hit points. There are certain
situations where repairing a specific item works in other
ways; these exceptions are part of the item’s description
when applicable.
185
141.157.188.166
Unusual Combat Situations Injury and Recovery
There are all sorts of actions that can be taken in combat Combat and many other situations will damage a character
that are completely covered by the rules just presented. and put him out of action for some time, or prevent him
Inevitably, however, a Player is going to come up with from functioning in top health.
something that is not so covered. Conflicts in this setting
tend to be won or lost through the ideas and actions of Injury and Death
those involved, not the person with the biggest gun. The
WORLD OF ADVENTURE

Hit points measure how hard a character is to kill. Hit


problem with clever combat ideas is that they are usually points mean two things in the game world: the ability to
unique, which makes it very difficult to pattern them to take physical punishment and keep going, and the ability
the common battle options given in this chapter. to turn a serious blow into a less serious one.

This is not as much of a difficulty as one might think. At 0 hit points, a character is disabled.
Games Masters are the ultimate controllers of their stories At from –1 to –9 hit points, a character is dying.
and their decisions are law. If an idea for an action does At –10 or lower, a character is dead.
not match anything here, the Games Master’s instincts
usually suffice for the moment and an idea that gets used Massive Damage
multiple times becomes a precedent. These form the basis Any time a character takes damage from a single hit that
for ‘house rules,’ something every campaign develops over exceeds his massive damage threshold, that damage is
time. As long as everyone involved in the game is having considered massive damage. A character’s massive damage
fun playing and the rules apply equally to everyone, there threshold is equal to the character’s current Constitution
is no such thing as a ‘bad call.’ The Games Master has both score. You can increase this by taking the Improved
the privilege and the responsibility of being the ultimate Damage Threshold feat.
arbiter during play but he must act with impartiality or
the spirit of fairness is lost. When a character takes massive damage that does not
reduce his or her hit points to 0 or lower, the character
must make a Fortitude saving throw
Object Hardness and Hit Points at DC 15. If the character fails the
saving throw, then his hit point total
Object Hardness Hit Points Break DC
is immediately reduced to –1. If the
Lock saving throw succeeds, the character
Cheap 0 1 10 suffers no ill effect beyond the loss of
Average 3 5 15 hit points.
High quality 5 10 20
High security 10 120 35 Creatures immune to critical hits are
Ultra-high security 20 150 40 also immune to the effects of massive
Manufactured objects* damage.
Fine 0 1 10
Diminutive 0 1 10 Disabled (0 Hit Points)
Tiny 1 2 10 When a character’s current hit points
Small 3 3 12 drop to exactly 0, he is disabled. He
is not unconscious but he is close to
Medium 5 5 15
being so. The character can only take
Large 5 10 15
a single move or attack action each
Huge 8 10 20 turn but not both, nor can he take
Gargantuan 8 20 30 full-round actions. The character
Colossal 10 30 50 can take non-strenuous move actions
Firearm, Medium 5 7 17 without further injuring himself;
Rope 0 2 23 however, if he attacks or performs any
Simple wooden door 5 10 13 other action that the Games Master
Strong wooden door 5 20 23 deems to be strenuous, then he takes 1
Steel door 10 120 35 point of damage after completing the
Cinderblock wall 8 90 35 act. Unless the activity increased the
Chain 10 5 26 character’s hit points, the character is
now at –1 hit points and is dying.
Handcuffs 10 10 30
Metal bars 10 15 30
Healing that raises the character
* Figures for manufactured objects are minimum values. The Games Master may above 0 hit points makes him fully
adjust these upward to account for objects with more strength and durability. Amazing
functional again, just as if he had
machines have their own values as described in the next chapter.
never been reduced to 0 or lower.
186
141.157.188.166
A character can also become disabled when recovering unconscious, he makes the same Fortitude saving throw
from dying. In this case, it is a step up along the road every hour until he becomes conscious. Even while
to recovery and the character can have fewer than 0 hit unconscious, the character recovers hit points naturally,
points. See the Stable Characters and Recovery section and he can return to normal activity when his hit points
below. rise to 1 or higher.

Dying (–1 to –9 Hit Points) Healing

WORLD OF ADVENTURE
When a character’s current hit points drop below 0, After taking damage, a character can recover hit points
the character is dying. A dying character has a current through natural healing over the course of days or through
hit point total between –1 and –9 inclusive. A dying medical technology, which is somewhat faster. In some
character immediately falls unconscious and can take no campaign settings, magical healing is also available. In
actions; he loses 1 hit point every round. This continues any case, a character cannot regain hit points past his full
until the character dies or becomes stable naturally or with normal total.
help; see below.
Natural Healing
Dead (–10 hit points or lower) A character recovers 1 hit point per character level per
When a character’s current hit points drop to –10 or lower, evening of rest, which is defined as 8 hours of sleep.
he is dead. A character can also die if his Constitution is Construct characters do not heal naturally, but they can
reduced to 0. be repaired.
Stable Characters and Recovery Healing Ability Damage
A dying character (one with –1 to –9 hit points) is Ability damage returns at the rate of 1 point per evening
unconscious and loses 1 hit point every round until he of rest, which is defined as 8 hours of sleep. Complete
becomes stable or dies. bed rest (24 hours) restores 2 points per day. This healing
happens at the same time as healing hit points.
Recovering without Help: Each round, a dying character
makes a Fortitude saving throw at DC 20. If the saving Temporary Hit Points
throw fails, the character loses 1 hit point and must make Certain effects can give temporary hit points to a
another saving throw on his turn the next round. If the character. When a character gains temporary hit points,
saving throw succeeds, the character becomes stable. A make a note of his current hit points before adding the
stable character stops losing hit points every round but temporary hit points. When the temporary hit points go
remains unconscious. away, the character’s hit points drop to that score. If the
character’s hit points are already below that score at that
If no one tends to the stable character (see below) he time, all the temporary hit points have already been lost
remains unconscious for 1 hour, at which point he makes and the character’s hit point total does not drop. When
a Fortitude saving throw at DC 20. If the saving throw temporary hit points are lost, they cannot be restored as
succeeds, the stable character regains consciousness, real hit points can be, even with medical treatment or
becoming disabled, for which see above. The character’s magic.
current hit point total remains where it is, however,
even though it is negative. If the saving throw fails, the Increases in Constitution Score and Current Hit Points
character remains unconscious. An increase in a character’s Constitution score, even a
temporary one, can give the character more hit points (an
An unaided stable, conscious character who has negative effective hit point increase) but these are not temporary
hit points (and is disabled) does not heal naturally. hit points. They can be restored through normal healing.
Instead, each day the character makes a Fortitude saving When a character’s Constitution drops back down to its
throw at DC 20 to start recovering hit points naturally previous score after a temporary increase, the character’s
that day; if the saving throw fails, he loses 1 hit point. full normal hit points go down accordingly.
Once an unaided character starts recovering hit points
naturally, the character is no longer in danger of losing Vehicle Rules
additional hit points, even if his current hit point total is For simply travelling from point to point, the vehicle used
still negative. is largely a matter of personal style and finances. Skill
checks are only required in extraordinary circumstances.
Recovering with Help: A dying character can be made These rules are primarily focused on ground vehicles,
stable by the use of the Treat Injury skill, with a DC of namely cars, trucks, and light military vehicles. The rules
15. One hour after a tended, dying character becomes can be modified for boats, heavier armoured vehicles, and
stable, he makes a Fortitude saving throw at DC 20 to aircraft. In a Steampunk setting, characters will most
regain consciousness. If successful, the character becomes likely use these rules during car chases, one of the most
disabled, for which see above. If the character remains exciting action scenes that can occur during game play.

187
141.157.188.166
 Passenger: All other
personnel aboard the vehicle
are considered passengers.
Passengers have no specific
role in the vehicle’s
operation, but may be able
to fire weapons from the
WORLD OF ADVENTURE

vehicle or take other actions.

Vehicle
Movement
Unlike characters, vehicles
do not spend actions to
move. Each round, a vehicle
moves its current speed.
The character only gets
involved when he wants the
vehicle to speed up, slow
down or perform a specific
Characters in Vehicles manoeuvre.
A character in a vehicle fills one of several Speed Modifier
possible roles, which determines what Speed Modifier Vehicle Speed
the character can do. 5-50 +0 Every vehicle in this game has a speed
score. This is simply the maximum
51-100 -2
 Driver: The driver of the vehicle number of feet the vehicle is capable of
101-150 -4
controls its movement. Most moving every round. A vehicle’s current
151-200 -6 speed can be anything between 0 and its
vehicles have only one position 201-250 -8
from where the vehicle can be speed score.
driven, so the person seated there
is the driver. Driving a vehicle is, at a minimum, a Speed Modifier
move action, which means that the driver may be The speed at which a vehicle is travelling imposes a
able to do something else with his standard action. modifier on all Drive and Pilot checks to operate the
There can be only one driver in a vehicle at one vehicle. This modifier is listed in the Speed Modifier
time. table. You can extend the table to determine the modifier
 Copilot: A copilot can help the driver by taking for speeds higher than 250.
an aid another action. The copilot must be seated
in a location where he can see the road and advise Changing Speed
the driver. In a car, this generally means the front A character in control of a vehicle can change its speed
passenger seat. Aiding the driver is a move action, once each round as a free action by an amount up to the
leaving the copilot with a standard action each acceleration or deceleration scores listed in the vehicle’s
round to do something else. A vehicle can have description. This number is the value for moderate
only one copilot at a time. acceleration or deceleration, which is how much an
 Gunner: Some vehicles have built-in weapons. operator can speed up or slow down at moderate risk
If such a weapon is controlled from a location of losing control of the vehicle. Low acceleration or
other than the driver’s position, a character can deceleration is half the listed number, high acceleration
man that position and become the gunner. A or deceleration is twice the listed number and extreme
vehicle can have as many gunners as it has gunner acceleration or deceleration is four times the listed
positions. number.
 Specialist: Specialists operate special machinery
or instruments in the vehicle, such as navigation, Accelerating and decelerating require a Drive or Pilot
observation and communication posts. Operating check. The DC depends on the amount by which the
such machinery is usually a standard action. A operator is attempting to increase or decrease the vehicle’s
vehicle can have as many specialists as it has speed. The check is also modified by the vehicle’s current
special function posts. speed before applying the effects of acceleration or
deceleration and by the vehicle’s handling score.

188
141.157.188.166
Changing Speed Vehicle Manoeuvres
Acceleration/Deceleration DC Manoeuvre DC
Low 0* Avoid Hazard
Moderate 5 Fine 0
High 10 Diminutive 3
Extreme 15 Tiny 6

WORLD OF ADVENTURE
* Low acceleration/deceleration succeeds automatically. Small 10
Medium 15
Manoeuvres Large 20
In addition to changing speeds as detailed above, Huge 25
characters operating vehicles can also attempt a wide Gargantuan 30
range of manoeuvres. All manoeuvres are considered to Colossal 35
be move actions. In a single round, a character operating Leviathan 40
a vehicle may perform either one manoeuvre along with Climb/Dive 0
a standard action (such as an attack) or two manoeuvres.
Immelmann Turn 20
Manoeuvres can be attempted at any point during a
Jink 20
vehicle’s movement.
Jump 15 to 25+
Manoeuvres require a Drive or Pilot check, as appropriate Landing 10
for the type of vehicle and both the vehicle’s handling and Loop 20
speed modifiers are applied. The various manoeuvres Ram Target’s DV
possible in vehicles and the DC required to attempt them Regain Control 10*
are detailed below. Take Off 5
Turns
Avoid Hazard: Wrenching at his controls, the character Soft 0
operating the vehicle manoeuvres wildly to avoid an Sharp 15
obstacle in his path. The DC of the Drive or Pilot check Extreme 20
is based on the size of the hazard, as shown on the table
Handbrake 25
above.
Zoom Climb/Power Dive 15
Climb/Dive: In the main, it is not necessary to track * In addition to the vehicle’s handling score and speed, this
check is also modified by the severity of the mishap, as detailed
the altitude of aircraft in the game. So long as you know
on pg. 190.
the distance between two fighting aircraft, combat can
proceed without further complication. However, altitude
to the distance and obstacle being crossed, but it should
can sometimes be an issue when an aircraft is involved in
be noted that the speed modifier of the vehicle is used
combat with a surface vehicle. In this case, the character
as a bonus when jumping, not a penalty. If successful,
operating the aircraft simply declares what altitude he is
the vehicle makes the jump, but a second Drive check is
at, in terms of metres, at the beginning of the combat.
immediately required in order for the character to control
By climbing or diving, a vehicle moves forward at half of
the vehicle when it lands. The speed modifier applies as
its speed and either gains or loses altitude, as appropriate,
normal to this second check. Only surface vehicles may
by the same amount. Only aircraft can perform this
attempt jumps.
manoeuvre.
Landing: This manoeuvre is used to land an aircraft on
Immelmann Turn: By climbing or diving vertically, then
a flat surface, such as a runway, landing strip or carrier
rolling before pulling level again, a vehicle can effectively
ship.
change its direction to any facing. Only vehicles with
aerial movement can perform this manoeuvre, and then
Loop: The vehicle executes a full loop over the course
only those with a manoeuvrability mode of good or
of the round. Though its speed need not change, the
better.
vehicle will effectively not move on a map. Only vehicles
with aerial movement can perform this manoeuvre, and
Jink: As a full-round action, an aircraft pilot may ‘jink’
then only those with a manoeuvrability mode of good or
his vehicle, taking extremes of evasive action in an attempt
better.
to throw off any attack. He gains a +4 dodge bonus to DV
until his next action.
Ram: Though this is a highly dangerous manoeuvre,
a character may intentionally attempt to ram another
Jump: A vehicle can attempt to jump over an obstacle,
vehicle. The Pilot or Drive check must equal or exceed
such as another vehicle or a ravine. The Games Master
the target’s Defence Value. Ramming is covered in greater
sets the DC for the Drive check as he feels appropriate
detail on pg. 192.
189
141.157.188.166
Regain Control: A character must succeed at this Slip: The vehicle starts to slip sideways, lose traction
manoeuvre in order to negate the effects of a mishap. The or begins to swerve slightly. The vehicle completes the
penalty for the mishap is always applied to the check, as manoeuvre being attempted but any further Drive or
well as the vehicle’s handling score and speed modifier. Pilot checks are made with a –2 circumstance penalty
until control is regained.
Takeoff: This is the manoeuvre used by aircraft in order
to launch themselves from the ground or a suitable other Slide: The vehicle slides violently and teeters on the
WORLD OF ADVENTURE

surface such as the roof of a particularly large building. edge of being completely out of control. The vehicle
only moves half of its current speed (though its actual
Turn, Soft: By making a turn, the character can change speed does not change) and the manoeuvre is only partly
the facing of his vehicle by up to 45o. completed. For example, any extreme or sharp turn will
only result in a normal turn or a hazard will be clipped or
Turn, Sharp: A successful sharp turn will allow a vehicle sideswiped. If a jump was being attempted, the vehicle
to turn up to 90o in the distance indicated by its turn rate, will not quite make the distance. Any further Drive or
instead of just 45o in the distance indicated by its turn Pilot checks are made with a –4 circumstance penalty
rate. until control is regained.

Turn, Extreme: Wrenching hard at the controls, a Skid: The vehicle’s speed drops by 10 and it skids its
character may turn his vehicle violently. A successful length to the left or right, determined randomly or at
extreme turn will allow a vehicle to turn up to 135o in the the Games Master’s discretion. If this brings it into the
distance indicated by its turn rate, instead of just 45o. same space as another vehicle or object, it collides (see
below) and if any manoeuvre was being attempted, it fails
Turn, Handbrake: A successful handbrake turn will spin completely. The vehicle’s speed continues to drop by ten
a vehicle around up 180o to face the opposite direction of and move one length to the side each round until control
travel, while coming to a complete stop, that is, a speed of is regained, the vehicle stops or it crashes into something.
0. Aerial vehicles cannot perform this manoeuvre unless If a vehicle with a manoeuvrability mode of average or
their manoeuvrability mode is good. Aerial vehicles with worse reaches 0 speed, it stalls and begins to drop by 100
a perfect manoeuvrability grant a +5 to the Pilot check to feet each turn until control is regained. Any further Drive
perform this manoeuvre. or Pilot checks are made with a –6 circumstance penalty
until control is regained, and stalling aircraft have this
Zoom Climb/Power Dive: Upon successful completion penalty increase by -2 each turn that it drops.
of this manoeuvre, the vehicle will climb or dive at an
angle of between 45 o and 90 o. The character operating Spin: The vehicle goes into an almost uncontrollable
the vehicle may choose how much of the vehicle’s speed spin. Its speed drops by 10 and it moves in a random
will be expended to gain or lose altitude but this must direction; this continues every round until control is
be more than half of its current speed. Surface vehicles regained, the vehicle stops or it crashes into something.
cannot zoom climb or power dive. The same conditions for stalling aircraft apply as per the
skid mishap. Any further Drive or Pilot checks are made
Mishaps with a –8 circumstance penalty until control is regained.
Whenever a character fails a Drive or Pilot check while
operating a vehicle, he will start to lose control. The Collision: Control of the vehicle is completely lost and
vehicle may skid, spin or collide into an obstacle, which it crashes into a nearby vehicle or object; see below. If
may prove deadly to the character and all his passengers. multiple vehicles and objects are nearby, the Games
It will also be much more difficult to manoeuvre a vehicle Master should choose the nearest one or determine one
while it is out of control and the character operating it randomly. If there are no nearby vehicles or objects, the
must attempt to regain control, as detailed above. When a vehicle goes into a spin.
Drive or Pilot check is failed, note the amount by which it
was failed and consult the table below to determine what Collisions
happens to the vehicle. If a vehicle crashes into something, it immediately
sustains damage based on its current speed and the size
Vehicle Mishaps of the object or vehicle with which it collides. Damage
Drive or Pilot Reduction or hardness applies as normal in collisions.
Check Failed By Effect check penalty
5 or less Slip -2 Collision Damage: This is the damage the vehicle
6-10 Slide -4 sustains, in hit points. Apply the usual procedure for
converting hit point damage to structure point damage
11-15 Skid -6
if either or both the vehicles have structure points. For
16-20 Spin -8
vehicles with very high speeds, the Games Master should
21 or more Collision Special consider reducing the number of dice rolled to one-tenth

190
141.157.188.166
Collision Damage Collision Damage Multiplier
Speed* Modifier Size of Obstacle Damage Multiplier
5-50 1d10 Fine 1/16
51-100 2d10 Diminutive 1/8
101-150 3d10 Tiny 1/4
151-200 4d10 Small 1/2

WORLD OF ADVENTURE
201-250 5d10 Medium x1
* Extend the table to determine the damage for Large x2
speeds higher than 250. Huge x3
Gargantuan x4
the standard amount but applying the damage in structure
Colossal x5
points. This is recommended for any crash that would
Leviathan x6
otherwise require rolling more than around 20 dice or so.
is involved in a collision with one can attempt a Reflex
If a vehicle crashes into a moving object, such as another
saving throw at the same DC for half damage.
vehicle, the Games Master must determine the total speed
of the impact. If two vehicles are moving directly towards
Any passengers and crew within a vehicle involved in a
each other, add their speeds together for the purposes of
collision will sustain damage equal to half the speed of the
determining collision damage. If they are moving in the
collision after accounting for hardness, Damage Reduction
same direction, use the difference of their speeds and if
and the operator’s Drive or Pilot check to minimise the
they are moving at angles to one another, use the highest
damage. They can also make a Fortitude saving throw at
speed.
DC 20 to further halve this damage.
The damage a vehicle sustains from a collision is also
modified by the size category of the obstacle it crashes Vehicle Combat
into, as shown on the table below. Vehicles engage in combat in a very similar way to
characters and creatures, with a few modifications and
The object struck by the vehicle will also take damage. adaptations, with attack rolls made by the vehicles’
The base damage is the same as for the vehicle, multiplied pilots or gunners against their targets’ Defence Values,
by the size category of the vehicle crashing into it. accounting for distance penalties.

A character controlling a vehicle may make a Drive or Crew Quality


Pilot check as appropriate, in order to minimise the Whether the Games Master is running Non-Player
damage. This is a free action and the DC of the check is Character vehicles or just needs to fill out the ranks of
equal to half the speed of the collision. The modifiers for the Player Characters’ crew, it is often helpful to have a
the vehicle’s speed and handling are applied as normal. If general indicator of a crew’s skill with vehicle operations.
successful, the vehicle takes half damage from the crash. The following table lists several levels of crew training and
A character who is not in a vehicle (a pedestrian) but experience. The modifier should be used for attack rolls,

‘You done back there yet?’ Jerrek’s voice conveyed only part of the panic he was feeling. The orcs had all pulled back
and although they were not firing at his team any more, this did not make him feel much better. The only reason
the orcs would have pulled back and ceased fire was if they were planning something worse. He had seen this in a
dozen other battlefields and he knew what it meant. Something was coming… something the orcs did not want to
be in front of when it got here.

The dwarf yelled back over the din of his tools and the sound of shearing metal, ‘Almost! I just need another minute!’
His voice was also panicked, more so than Jerrek had ever heard a dwarf sound. Glancing back, he saw why. Thurdin
was scratch-building a mine out of the weapons in the orcish handcarts. One slip and none of them would have to
worry about the orcs any more.

‘We’ll buy you as much time as we can!’ Jerrek turned back and kept his rifle trained on the tunnel ahead. There
was still smoke from his burn bomb lingering in the air but it was beginning to billow. A few moments later, they
all saw why. A huge metal mass, roughly the size and shape of a horseless carriage, came rushing down the passage
towards them. The manlets shattered underneath its spike-covered tracks, splintering into kindling in a cloud of
destruction around its inexorable advance.

‘Change of plan!’ shouted Jerrek as he abandoned the metal shield with Gearbolt in tow. ‘Run!’

191
141.157.188.166
skill checks and ability checks related to the operation of Ramming: As a standard action, a pilot can intentionally
the vehicle. collide his vehicle with another that is adjacent to it.
This requires a Drive or Pilot check applying the speed
Crew Quality modifiers for both vehicles and the handling rating of the
Crew Quality Modifier ramming vehicle. If the result equals or exceeds the target
Untrained -4 vehicle’s DV, the attack is successful. Collision damage is
Green +0 resolved for both vehicles as detailed above. The pilot of
WORLD OF ADVENTURE

the target vehicle can make a Drive or Pilot check for half
Veteran +2
damage but the pilot of the ramming vehicle cannot, as he
Expert +4
is specifically not trying to avoid the collision.
Elite +8
Targeting Run: As a standard action, a character operating
Initiative
a vehicle may manoeuvre into the optimum position from
There are a couple of initiative options to choose from
which to attack another vehicle. The operators of both
during vehicle combat. When running an encounter
vehicles make opposed Drive or Pilot checks, applying the
between a Player Character vehicle and a Non-Player
handling score and speed modifiers of their own vehicles.
Character Vehicle, the Games Master can opt for the
If the attacking character wins the opposed check, all
normal rules for character initiative. Characters will
attacks and acquiring target actions from his vehicle to
often have to delay their actions to wait for the pilot to
the target gain a +2 circumstance bonus until the start of
manoeuvre the vehicle into position but combat should
his next action.
otherwise proceed as normal.
Vehicle Fire Arcs
For encounters involving more than one vehicle or
Many weapons carried by vehicles are extremely limited in
vehicles with large crews, the Games Master can ask
the direction they can fire, usually due to the dynamics of
for one initiative roll for each vehicle, in which case the
the vehicle or its great mass. Permissible fire arcs are:
initiative roll is the normal d20 plus the vehicle’s size
modifier and its handling score.
Front: Front mounted weapons may fire at any target
within a 90o arc to the front of the vehicle.
Combat Actions
Left: Left mounted weapons may fire at any target within
Movement and action in vehicle combat work just as they
a 90o arc to the left of the vehicle.
do in the normal combat rules. Each round, a character
Right: Right mounted weapons may fire at any target
can move and take a standard action and a move action,
within a 90o arc to the right of the vehicle.
two move actions or one full-round action. Operating the
Rear: Rear mounted weapons may fire at any target
vehicle is a move action, so the pilot can do other things
within a 90o arc to the rear of the vehicle.
with his standard action, such as attacking or giving
Boresight: Normally reserved for driver-operated or
additional directions to the vehicle.
aircraft-mounted weaponry, such weapons can only fire in
a straight line directly ahead of the vehicle.
Attack: A character in a vehicle can make a ranged attack
Turret: Turret mounted weaponry can fire freely into any
against another vehicle, character or creature. In addition
fire arc.
to all the usual modifiers to the attack roll, the character
applies the speed modifiers of both the vehicle he is
Damage
travelling in and the vehicle he is targeting. This applies
Vehicles and large structures do not have hit points or Hit
to characters using their personal weapons as well as to
Dice. Instead, they have structure points and Structure
gunners using the vehicle’s mounted weaponry. If both
Dice as specified in their descriptions.
vehicles are travelling in the same direction, consider the
target vehicle’s speed to be half of what it is to determine
To reduce a single structural point from a target, an attack
its speed modifier to the attacker’s roll. A gunner with
must deal 10 full hit points of damage after subtracting the
more than one attack due to a high base attack bonus may
target’s hardness or Damage Reduction, which is possible
perform as many attacks as he is allowed as a full attack,
for fantastical creatures such as dragons or high-scope
provided that the weapon he is manning does allow for
magic effects. Vehicle and artillery weapons are capable
multiple shots in the same round.
of dealing structure damage, which is subtracted directly
from the structure point total, ignoring hardness.
Evasive Action: This is a standard action equivalent to
total defence. The pilot manoeuvres in a way to avoid
Most siege weapons deal structure damage as well as
incoming attack, making a Drive or Pilot check (DC 10)
hit point damage and ignore the target’s hardness. A
applying the vehicle’s speed modifier and handling. For
siege weapon hitting a target with hit points rather than
every 5 points by which he exceeds the DC, the vehicle
structure points deals the hit point damage amount, which
and its passengers gain a +1 dodge bonus to DV until the
is considerably less than if multiplying a structure point of
start of the pilot’s next turn.
damage by 10. This stems from the large projectiles used

192
141.157.188.166
by siege weapons distributing their full force along a large  Heavy damage: Damage is at least three times but
surface, which is the essence of structural damage; they are less than four times the vehicle’s hardness.
simply too large to cause penetrating injuries to creatures,  Severe damage: Damage is at least four times but
which is the essence of hit point damage. In a structure less than five times the vehicle’s hardness.
weapon description, hit point damage comes before  Catastrophic damage: Damage is at least five times
structural damage. the vehicle’s hardness.

WORLD OF ADVENTURE
When a vehicle is reduced to 0 structure points or less, it Frame: The vehicle’s frame, chassis or superstructure is
is rendered completely inoperable; it cannot move, turn, damaged. The vehicle’s hardness is reduced by a random
manoeuvre, attack or do anything else. A ground vehicle number based on the severity of the damage.
will coast to a stop, reducing its speed by 10 feet every
round until it stops or hits something. An aircraft will Engine: The vehicle’s engine or propulsion system is
plummet to the ground and crash. A vehicle that has damaged. Reduce the vehicle’s top speed by a random
been reduced to 0 structure points or less is considered number based on the severity of the damage. Severe
helpless and can be completely destroyed with a coup de and catastrophic damage will also reduce the vehicle’s
grace attack. acceleration rating; this number is listed after a slash.
Aircraft and watercraft (including submersibles) have both
Critical Damage their acceleration and deceleration reduced.
Unlike other objects with the construct type, vehicles
are subject to critical hits. When an attack inflicts a Control: The vehicle’s control systems are damaged. All
critical hit on a vehicle, however, no bonus damage is manoeuvres suffer a circumstance penalty based on the
applied. Instead, the critical hit may cause a specific severity of the damage.
effect that hinders or degrades the vehicle’s performance
or capabilities. If a vehicle suffers a critical hit, roll 1d6 on Weapons: One of the weapons is damaged. Attacks with
the following table. that weapon suffer a circumstance penalty based on the
severity of the damage.
Critical Hit Location
d6 Location Cargo: Any cargo the vehicle is carrying is damaged. The
1 Frame percentage of the vehicle’s cargo (measured in pounds or
2 Engine specific items at the Games Master’s discretion) destroyed
by the attack is based on the severity of the damage.
3 Control
4 Weapons
Crew: The attack bypasses the vehicle’s armour and
5 Cargo strikes directly at its crew. Everyone on board the vehicle
6 Crew takes damage due to depressurisation, flying shrapnel,
shock and collapsing structures, depending on the severity
The critical effect depends on the location hit and the of the damage. Characters can make a Fortitude saving
severity of the damage. The severity of critical damage throw at DC 20 to halve this damage.
is measured in increments of its hardness, before the
hardness rating is subtracted from the base hit point Repairing Critical Damage: A character with the Repair
damage. Structure damage is multiplied by 10 to skill can attempt to repair critical damage to a vehicle.
determine the severity of critical damage: The DC for the Repair check is based on the severity of
damage. Repairs to large vehicles require the coordinated
 Light damage: Damage exceeds the hardness, but efforts of at least 10% of the vehicle’s listed crew. The
is less than twice the vehicle’s hardness. DC assumes that the technician has the necessary parts,
 Moderate damage: Damage is at least twice but less although he can purchase them separately with a Wealth
than three times the vehicle’s hardness. check with the listed DC for each level of severity. A

Critical Hit Effects


Location
Frame Engine (Spd/ Control Weapons Cargo Crew (hp
Severity (hardness lost) Acc lost) (penalty) (penalty) (destroyed) damage)
Light 1d6 1d4 x5 ft. -2 -2 20% 2d6
Moderate 2d6 2d4 x5 ft. -4 -4 40% 4d6
Heavy 3d6 3d4 x5 ft. -6 -6 60% 6d6
Severe 4d6 4d4/1d2 x5 ft. -8 -8 80% 8d6
Catastrophic 5d6 5d4/1d4 x5 ft. -10 Weapon 100% 10d6
destroyed

193
141.157.188.166
successful repair reduces the severity of the critical damage
by one step, such as from ‘heavy’ to ‘moderate.’ Each
Elements Of A Trap
All traps, mechanical or magical, have the following
critical hit effect must be repaired separately. Critical hits
elements: trigger, reset, Search DC, Disable Device
to cargo cannot usually be repaired, as these represent the
DC, attack bonus (or saving throw or onset delay),
destruction of items that are not part of the vehicle.
damage/effect, and Challenge Rating. Some traps may
also include optional elements, such as poison or a bypass.
Severity Repair DC Parts Purchase DC These characteristics are described below.
WORLD OF ADVENTURE

Light 10 4
Moderate 15 6 Trigger
Heavy 20 8 A trap’s trigger determines how it is sprung.
Severe 25 12
Catastrophic 30 20  Location: A location trigger springs a trap when
someone stands in a particular spot.
Attacking the Crew  Proximity: This trigger activates the trap when
An attacker has the option of aiming directly at a vehicle’s a creature approaches within a certain distance
passengers or crew, either with a personal or a vehicle of it. A proximity trigger differs from a location
weapon. Unless the vehicle’s description states the trigger in that the creature need not be standing
contrary, a vehicle provides different degrees of cover to in a particular place. Creatures that are flying can
its occupants, usually from one-half to total cover. The spring a trap with a proximity trigger but not one
Games Master determines the amount of cover that with a location trigger. Mechanical proximity
the vehicle’s own structure provides for its occupants, triggers are extremely sensitive to the slightest
although some amazing machines have particular features change in the air. This makes them useful only
or deficiencies that give specific values. in places such as crypts, where the air is unusually
still.

Traps Sound: This trigger springs a magic trap when it
detects any sound. A sound trigger functions like
A trap or collection of traps is a particular kind of an ear and has a +15 bonus on Listen checks. A
encounter that is a cross between a combat situation and successful Move Silently check and other effects
an action sequence. They are opponents of sorts but are that would negate hearing defeat it.
also situations.  Visual: This trigger for magic traps works like
an actual eye, springing the trap whenever it
Traps include pits, arrow traps, falling blocks, water-filled ‘sees’ something. Sight range and the Spot bonus
rooms, steam-driven compressors, whirling blades, and conferred on the trap are line of sight and +10
anything else that depends on a mechanism to operate. respectively. The trap cannot ‘see’ in the dark
Players can construct mechanical traps through successful unless it is made as an amazing device.
use of the Craft (mechanical) skill. See Designing a Trap  Touch: A touch trigger, which springs the trap
on page 197 and the skill description. when touched, is one of the simplest kinds
of trigger to construct. This trigger may be
Ruins and hideouts are frequently equipped with deadly physically attached to the part of the mechanism
mechanical traps. A trap typically is defined by its location that deals the damage or it may not.
and triggering conditions, how hard it is to spot before it  Timed: This trigger periodically springs the trap
goes off, how much damage it deals and whether or not after a set duration has passed.
the affected characters receive a saving throw to mitigate
its effects. Traps that attack with arrows, sweeping blades Reset
and other types of weaponry make normal attack rolls, A reset element is the set of conditions under which a trap
with a specific attack bonus dictated by the trap’s design. becomes ready to trigger again.
Creatures who succeed on a DC 20 Search check detect  No Reset: Short of completely rebuilding the
a simple mechanical trap before it is triggered. A simple trap, there is no way to trigger it more than once.
trap is a snare, a trap triggered by a tripwire, or a large trap  Repair: To restore the trap to functionality once
such as a pit. A character with the trap sense class feature again, you must repair it.
who succeeds on a DC 21 (or higher) Search check detects  Manual: Resetting the trap requires someone to
a well-hidden or complex mechanical trap before it is move the parts back into place. This is the kind of
triggered. Complex traps are denoted by their triggering reset element most mechanical traps have.
mechanisms and involve pressure plates, mechanisms  Automatic: The trap resets itself, either
linked to doors, changes in weight, disturbances in the air, immediately or after a timed interval.
vibrations and other sorts of unusual triggers.

194
141.157.188.166
CR Modifiers for Traps Repairing and Resetting Traps: Repairing
Feature CR Modifier a mechanical trap requires a Repair check
Search DC against a DC equal to the one requited to
15 or lower –1
build it. The cost for raw materials is half of
25–29 +1
the trap’s original Purchase DC. To calculate
how long it takes to fix a trap, use the same
30 or higher +2
calculations you would for building it but
Disable Device DC

WORLD OF ADVENTURE
divide the end result by two. Resetting a
15 or lower –1
trap usually takes only a minute or so. For
25–29 +1
a trap with a more difficult reset method, the
30 or higher +2
Games Master should set the time and labour
Reflex Saving Throw DC (Pit or Other Save-Dependent Trap)
required.
15 or lower –1
16–24 —
Bypass (Optional Element)
25–29 +1
If the builder of a trap wants to be able to move
30 or higher +2
past the trap after it is created or placed, it is
Attack Bonus (Melee or Ranged Attack Trap) a good idea to build in a bypass mechanism,
+0 or lower –2 which is something that temporarily disarms
+1 to +5 –1 the trap.
+6 to +14 —
+15 to +19 +1  Lock: A lock bypass requires a Disable
+20 to +24 +2 Device check (DC 30) to open.
Damage/Effect  Hidden Switch: A hidden switch requires
Average damage +1/7 points* a Search check (DC 25) to locate.
Miscellaneous Features  Hidden Lock: A hidden lock combines
Liquid +5 the features above, requiring a Search
Multiple target +1 (or 0 if never miss) check (DC 25) to locate and a Disable
Poison Device check (DC 30) to open.
Atropine +2
Belladonna (plant) +4 Search and Disable Device DCs
Black lotus extract +5 The builder sets the Search and Disable Device
Bloodroot +1 DCs for a mechanical trap. The base DC for
Blue-ringed octopus venom +3 both Search and Disable Device checks is 20.
Blue vitriol +1
Raising or lowering either of these DCs affects
Chloroform +4
the base cost and possibly the Challenge
Rating. Refer to the Cost Modifiers for Traps
Curare (plant) +4
and CR Modifiers for Traps tables.
Cyanide +3
Deathblade +5
Attack Bonus/Saving Throw DC
Greenblood oil +2
A trap usually either makes an attack roll or
Insanity mist +3
forces a saving throw to avoid it. Occasionally
Knockout gas +4
a trap uses both of these options, or may use
Lead arsenate (gas) +1
neither; see Never Miss.
Malyss root paste +3
Mustard gas +4
Pits: These are holes, covered or not, into
Puffer poison (fish) +2
which characters can fall and take damage.
Rattlesnake venom +1 A pit needs no attack roll, but a successful
Sassone leaf residue +3 Reflex saving throw avoids it. The builder
Shadow essence +4 sets the DC. Other saving throw dependent
Strychnine +5 mechanical traps also fall into this category.
Vermin venom +1
Wyvern poison +4 Pits come in three basic varieties: uncovered,
Onset delay 1 round +3 covered, and chasms. Pits and chasms can be
Onset delay 2 rounds +2 defeated by judicious application of the Climb
Onset delay 3 rounds +1 skill and the Jump skill. Uncovered pits serve
Onset delay 4+ rounds –1 mainly to discourage intruders from going a
Pit spikes +1 certain way, although they cause much grief to
Touch attack +1 characters who stumble into them in the dark
* Rounded to the nearest multiple of 7 (round up for an average that lies and they can greatly complicate a melee taking
exactly between two numbers). place nearby.
195
141.157.188.166
Covered pits are much more dangerous. Cost Modifiers for Traps
They can be detected with a Search Feature Purchase DC Modifier
check at DC 20 but only if the character
Trigger Type
is taking the time to carefully examine
Location —
the area before walking across it. A
character who fails to detect a covered Proximity +5
pit is still entitled to a Reflex saving Touch —
WORLD OF ADVENTURE

throw at DC 20 to avoid falling into it. Touch (attached) –1


However, if he was running or moving Timed +5
recklessly at the time, he gets no saving Reset Type
throw and falls automatically. No reset –3
Repair –1
Trap coverings can be as simple as Manual —
piled refuse, such as straw, leaves, Automatic +3 (or +0 if trap has timed
sticks and garbage, a large rug, or an trigger)
actual trapdoor concealed to appear Bypass Type
as a normal part of the floor. Such
Lock +1 (Disable Device DC 30)
a trapdoor usually swings open when
Hidden switch +1 (Search DC 25)
enough weight (usually about 50 to
80 pounds) is placed upon it. Devious Hidden lock +2 (Open Lock DC 30,
trap builders sometimes design Search DC 25)
trapdoors so that they spring back shut Search DC
after they open. The trapdoor might 19 or lower – (20 – DC)/2 (round up)
lock once it is back in place, leaving 20 —
the stranded character well and truly 21 or higher +(DC – 20)/2 (round up)
trapped. Opening such a trapdoor is Disable Device DC
just as difficult as opening a regular 19 or lower – (20 – DC)/2 (round up)
door, assuming the trapped character 20 —
can reach it. A Strength check at DC 21 or higher +(DC – 20)/2 (round up)
13 is needed to keep a spring-loaded Reflex Save DC (Pit or Other Saving Throw Dependent Trap)
door open.
19 or lower – (20 – DC)/2 (round up)
20 —
Pit traps often have something nastier
than just a hard floor at the bottom. A 21 or higher +(DC – 20) (round up)
trap designer may put spikes, creatures Attack Bonus (Melee or Ranged Attack Trap)
or a pool of acid, lava, or even water +9 or lower –(10 – bonus)/2 (round up)
at the bottom. Spikes at the bottom +10 —
of a pit deal damage as daggers with a +11 or higher +(bonus – 10)/2 (round up)
+10 attack bonus and a +1 bonus on Damage Bonus
damage for every 10 feet of the fall, to High strength rating (ranged attack +1 x half bonus
a maximum bonus on damage of +5. trap) (max +4, round up)
If the pit has multiple spikes, a falling High Strength bonus (melee attack +1 x half bonus
victim is attacked by 1d4 of them. trap) (max +8, round up)
This damage is in addition to any Miscellaneous Features
damage from the fall itself. Creatures Never miss +5
sometimes live in pits. Any creature
Poison Poison Purchase DC/4*
that can fit into the pit might have been
Chemical item Cost of item*
placed there by the dungeon’s designer,
or might simply have fallen in and not * Half of Purchase DC if trap features automatic reset.
been able to climb back out.
builder sets the attack bonus. A ranged attack trap can
A secondary trap at the bottom of a pit can be particularly be configured to simulate the effect of a composite bow
deadly. Activated by a falling victim, the secondary trap with a high strength rating which provides the trap with a
attacks the already injured character when he is least ready bonus on damage equal to its strength rating.
for it.
Melee Attack Traps: These traps feature such obstacles
Ranged Attack Traps: These traps fling darts, arrows, as sharp blades that emerge from walls and stone blocks
spears, or the like at whoever activated the trap. The that fall from ceilings. Once again, the builder sets the
attack bonus.

196
141.157.188.166
Damage/Effect traps simply deal the poison’s damage. Others
The effect of a trap is what happens to those who spring deal damage with ranged or melee attacks as well.
it. Usually this takes the form of either damage or a spell  Pit Spikes: Treat spikes at the bottom of a pit
effect but some traps have special effects. as daggers, each with a +10 attack bonus. The
damage bonus for each spike is +1 per 10 feet of
 Pits: Falling into a pit deals 1d6 points of damage pit depth, to a maximum of +5. Each character
per 10 feet of depth. that falls into the pit suffers an attack from 1d4

WORLD OF ADVENTURE
 Ranged Attack Traps: These traps deal whatever spikes. Pit spikes do not add to the average
damage their ammunition normally would. If a damage of the trap; see Average Damage, below.
trap is constructed with a high strength rating, it  Pit Bottom: If something other than spikes waits
has a corresponding bonus on damage. at the bottom of a pit, it is best to treat that as a
 Melee Attack Traps: These traps deal the same separate trap (see Multiple Traps, below) with a
damage as the melee weapons they ‘wield.’ In the location trigger that activates on any significant
case of a falling stone block, the creator can assign impact, such as a falling character.
any amount of bludgeoning damage he likes but  Touch Attack: This feature applies to any trap
must remember that whoever resets the trap has that needs only a successful touch attack (melee or
to lift that stone back into place. A melee attack ranged) to hit.
trap can be constructed with a built-in bonus on
damage rolls, just as if the trap itself had a high Designing A Trap
Strength score. The creator simply selects the elements he wants the
 Special: Some traps have miscellaneous features trap to have and adds up the adjustments to the trap’s
that produce special effects, such as drowning for Challenge Rating that those elements require (see the
a water trap or ability damage for poison. Saving CR Modifiers for Traps table) to arrive at the trap’s final
throws and damage depend on the poison or are Challenge Rating. From the Challenge Rating, derive the
set by the builder, as appropriate. DC of the Craft (mechanical) checks a character must
make to construct the trap.
Miscellaneous Trap Features
Some traps include optional features that can make them Challenge Rating of a Trap
considerably more deadly. The most common such To calculate the Challenge Rating of a trap, add all the
features are discussed below. Challenge Rating modifiers (see the tables below) to
the base Challenge Rating for the trap type. The base
 Gas: With a gas trap, the danger is in the inhaled Challenge Rating for a mechanical trap is 0. If the final
poison it delivers. Traps employing gas usually Challenge Rating is 0 or lower, add features until it is 1
have the never miss and onset delay features; see or higher.
below.
 Liquid: Any trap that involves a danger of Average Damage: If a trap deals hit point damage,
drowning is in this category. Traps employing calculate the average damage for a successful hit and round
liquid usually have the never miss and onset delay that value to the nearest multiple of 7. Use this value to
features; see below. adjust the Challenge Rating of the trap, as indicated on
 Multiple Target: Traps with this feature can the tables below. Damage from poisons and pit spikes
affect more than one character. does not count toward this value, but damage from a high
 Never Miss: When the entire wall moves to crush strength rating and extra damage from multiple attacks
the characters, quick reflexes will not help, since does.
the wall cannot possibly miss. A trap with this
feature has neither an attack bonus nor a saving Multiple Traps: If a trap is really two or more connected
throw to avoid but it does have an onset delay; see traps that affect approximately the same area then
below. Most traps involving liquid or gas are of determine the Challenge Rating of each one separately.
the never miss variety.
 Onset Delay: An onset delay is the amount of Multiple Dependent Traps: If one trap depends on the
time between when the trap is sprung and when success of the other (that is, a character can avoid the
it deals damage. A never miss trap always has an second trap altogether by not falling victim to the first)
onset delay. then they must be treated as separate traps.
 Poison: Traps that employ poison are deadlier Multiple Independent Traps: If two or more traps act
than their non-poisonous counterparts, so they independently (that is, none depends on the success of
have correspondingly higher Challenge Ratings. another to activate) then use their Challenge Ratings to
To determine the Challenge Rating modifier for a determine their combined Encounter Level as though
given poison, consult the CR Modifiers for Traps they were monsters. The resulting Encounter Level is the
table. Only injury, contact, and inhaled poisons Challenge Rating for the combined traps.
are suitable for traps; ingested types are not. Some

197
141.157.188.166
Trap Cost targets (first target in each of two adjacent 5-ft. squares);
The base cost of a mechanical trap is DC 20. Apply all the Search DC 20; Disable Device DC 23. Purchase DC: 21.
modifiers from the Cost Modifiers for Traps table for the Fusillade of Darts: CR 1; location trigger; manual reset;
various features you have added to the trap to arrive at the Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4
modified base cost. darts at each target in two adjacent 5-ft. squares); Search
DC 14; Disable Device DC 20. Purchase DC: 18.
Trap final cost = modified base cost + Challenge Poison Dart Trap: CR 1; location trigger; manual reset;
WORLD OF ADVENTURE

Rating + extra costs. Atk +8 ranged (1d4 plus poison, dart); poison (bloodroot,
DC 12 Fortitude saving throw resists, 0/1d4 Con plus
The minimum cost for a mechanical trap is 10 + triple 1d3 Wis); Search DC 20; Disable Device DC 18.
the CR. Purchase DC: 20.
Rolling Rock Trap: CR 1; location trigger; manual reset;
After you have added the modified base cost and the Atk +10 melee (2d6, rock); Search DC 20; Disable Device
Challenge Rating, add the cost of additional items or DC 22. Purchase DC: 22.
poison incorporated into the trap by dividing their Scything Blade Trap: CR 1; location trigger; automatic
Purchase DC by four (rounding down, with a minimum reset; Atk +8 melee (1d8/x3); Search DC 21; Disable
of 1) and adding it to the other costs for the trap for a Device DC 20. Purchase DC: 24.
final DC. If the trap uses one of these elements and has Wall Blade Trap: CR 1; touch trigger; automatic reset;
an automatic reset, double the poison or item modified hidden switch bypass (Search DC 25); Atk +10 melee
purchase DC to provide an adequate supply of doses. (2d4/x4, scythe); Search DC 22; Disable Device DC 22.
Purchase DC: 27.
Multiple Traps: If a trap is really two or more connected
traps, determine the final cost of each separately. CR 2 Traps
Bricks from Ceiling: CR 2; touch trigger; repair reset;
Craft DCs for Traps Atk +12 melee (2d6, bricks); multiple targets (all targets in
Once you know the Challenge Rating of a trap, determine two adjacent 5-ft. squares); Search DC 20; Disable Device
the Craft (mechanical) DC by referring to the table and DC 20. Purchase DC: 22.
the modifiers given below. Camouflaged Pit Trap: CR 2; location trigger; manual
reset; DC 20 Reflex saving throw avoids; 20 ft. deep (2d6,
Trap CR Base Craft (mechanical) DC fall); multiple targets (first target in each of two adjacent
1–3 20 5-ft. squares); Search DC 24; Disable Device DC 19.
4–6 25 Purchase DC: 23.
Pit Trap: CR 2; location trigger; manual reset; DC 20
7–10 30
Reflex saving throw avoids; 40 ft. deep (4d6, fall); Search
DC 20; Disable Device DC 20. Purchase DC: 22.
Additional Modifier to Craft
Spiked Pit Trap: CR 2; location trigger; automatic reset;
Components (mechanical) DC
DC 20 Reflex saving throw avoids; 20 ft. deep (2d6, fall);
Proximity trigger +5 multiple targets (first target in each of two adjacent 5-ft.
Automatic reset +5 squares); pit spikes (Atk +10 melee, 1d4 spikes per target
for 1d4+2 each); Search DC 18; Disable Device DC 15.
Making the Checks: To determine how much progress Purchase DC: 25.
a character makes on building a trap each week, that Tripping Chain: CR 2; location trigger; automatic reset;
character makes a Craft (mechanical) check. See the multiple traps (tripping and melee attack); Atk +15 melee
Craft skill description for details on Craft checks and the touch (trip), Atk +15 melee (2d4+2, spiked chain); Search
circumstances that can affect them. DC 15; Disable Device DC 18. Purchase DC: 29. Note:
This trap is really one CR 1 trap that trips and a second
Sample Traps CR 1 trap that attacks with a spiked chain. If the tripping
CR 1 Traps attack succeeds, a +4 bonus applies to the spiked chain
Basic Arrow Trap: CR 1; proximity trigger; manual reset; attack because the opponent is prone.
Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable
Device DC 20. Purchase DC: 26. CR 3 Traps
Camouflaged Pit Trap: CR 1; location trigger; manual Camouflaged Pit Trap: CR 3; location trigger; manual
reset; DC 20 Reflex saving throw avoids; 10 ft. deep (1d6, reset; DC 20 Reflex saving throw avoids; 30 ft. deep (3d6,
fall); Search DC 24; Disable Device DC 20. Purchase DC: fall); multiple targets (first target in each of two adjacent
23. squares); Search DC 24; Disable Device DC 18. Purchase
Deeper Pit Trap: CR 1; location trigger; manual reset; DC: 24.
hidden switch bypass (Search DC 25); DC 15 Reflex Ceiling Pendulum: CR 3; timed trigger; automatic reset;
saving throw avoids; 20 ft. deep (2d6, fall); multiple Atk +15 melee (1d12+8/x3, greataxe); Search DC 15;

198
141.157.188.166
Disable Device DC 27. Purchase DC: 27. Spiked Pit Trap (80 Ft. Deep): CR 5; location trigger,
Hail of Needles: CR 3; location trigger; manual reset; manual reset; DC 20 Reflex saving throw avoids; 80 ft.
Atk +20 ranged (2d4); Search DC 22; Disable Device DC deep (8d6, fall), pit spikes (Atk +10 melee, 1d4 spikes
22. Purchase DC: 30. for 1d4+5 each); Search DC 20; Disable Device DC 20.
Poisoned Arrow Trap: CR 3; touch trigger; manual reset; Purchase DC: 25.
lock bypass (Open Lock DC 30); Atk +12 ranged (1d8
plus poison, arrow); poison (Large monstrous scorpion CR 6 Traps

WORLD OF ADVENTURE
venom, DC 14 Fortitude saving throw resists, 1d4 Str/ Built-to-Collapse Wall: CR 6; proximity trigger; no
1d4 Str); Search DC 19; Disable Device DC 15. Purchase reset; Atk +20 melee (8d6, stone blocks); multiple targets
DC: 24. (all targets in a 10-ft.-by-10-ft. area); Search DC 14;
Stone Blocks from Ceiling: CR 3; location trigger; Disable Device DC 16. Purchase DC: 28.
repair reset; Atk +10 melee (4d6, stone blocks); Search Compacting Room: CR 6; timed trigger; automatic
DC 25; Disable Device DC 20. Purchase DC: 24. reset; hidden switch bypass (Search DC 25); walls move
together (12d6, crush); multiple targets (all targets in a
CR 4 Traps 10-ft.-by-10-ft. room); never miss; onset delay (4 rounds);
Camouflaged Pit Trap: CR 4; location trigger; manual Search DC 20; Disable Device DC 22. Purchase DC: 39.
reset; DC 20 Reflex saving throw avoids; 40 ft. deep (4d6, Spiked Pit Trap (100 Ft. Deep): CR 6; location trigger,
fall); multiple targets (first target in each of two adjacent manual reset; DC 20 Reflex saving throw avoids; 100 ft.
5-ft. squares); Search DC 25; Disable Device DC 17. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4 spikes
Purchase DC: 24. per target for 1d4+5 each); Search DC 20; Disable Device
Collapsing Column: CR 4; touch trigger (attached); no DC 20. Purchase DC: 26.
reset; Atk +15 melee (6d6, stone blocks); Search DC 20; Wide-Mouth Pit Trap: CR 6; location trigger, manual
Disable Device DC 24. Purchase DC: 25. reset; DC 25 Reflex saving throw avoids; 40 ft. deep (4d6,
Wall Scythe Trap: CR 4; location trigger; automatic fall); multiple targets (all targets within a 10-ft.-by-10-ft.
reset; Atk +20 melee (2d4+8/x4, scythe); Search DC 21; area); Search DC 26; Disable Device DC 25. Purchase
Disable Device DC 18. Purchase DC: 32. DC: 35.
Water-Filled Room Trap: CR 4; location trigger; Wyvern Arrow Trap: CR 6; proximity trigger; manual
automatic reset; multiple targets (all targets in a 10-ft.-by- reset; Atk +14 ranged (1d8 plus poison, arrow); poison
10-ft. room); never miss; onset delay (5 rounds); liquid; (wyvern poison, DC 17 Fortitude saving throw resists,
Search DC 17; Disable Device DC 23. Purchase DC: 32. 2d6 Con/2d6 Con); Search DC 20; Disable Device DC
Wide-Mouth Spiked Pit Trap: CR 4; location trigger; 16. Purchase DC: 36.
manual reset; DC 20 Reflex saving throw avoids; 20 ft.
deep (2d6, fall); multiple targets (first target in each of CR 7 Traps
two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 Knockout Gas Vapour Trap: CR 7; location trigger;
spikes per target for 1d4+2 each); Search DC 18; Disable repair reset; gas; multiple targets (all targets in a 10-ft.-by-
Device DC 25. Purchase DC: 26. 10-ft. room); never miss; onset delay (3 rounds); poison
(knockout gas, DC 18 Fortitude saving throw resists, 1d3
CR 5 Traps Dex/Unconsciousness 1d3 hours); Search DC 21; Disable
Camouflaged Pit Trap: CR 5; location trigger; manual Device DC 21. Purchase DC: 36.
reset; DC 20 Reflex saving throw avoids; 50 ft. deep (5d6, Water-Filled Room: CR 7; location trigger; manual
fall); multiple targets (first target in each of two adjacent reset; multiple targets (all targets in a 10-ft.-by-10-ft.
5-ft. squares); Search DC 25; Disable Device DC 17. room); never miss; onset delay (3 rounds); water; Search
Purchase DC: 26. DC 20; Disable Device DC 25. Purchase DC: 35.
Moving Executioner Statue: CR 5; location trigger; Well-Camouflaged Pit Trap: CR 7; location trigger;
automatic reset; hidden switch bypass (Search DC 25); repair reset; DC 25 Reflex saving throw avoids; 70 ft.
Atk +16 melee (1d12+8/x3, greataxe); multiple targets deep (7d6, fall); multiple targets (first target in each of
(both arms attack); Search DC 25; Disable Device DC two adjacent 5-ft. squares); Search DC 27; Disable Device
18. Purchase DC: 31. DC 18. Purchase DC: 32.
Pit Trap: CR 5; location trigger; manual reset; DC 20
Reflex saving throw avoids; 100 ft. deep (10d6, fall); CR 8 Traps
Search DC 20; Disable Device DC 20. Purchase DC: 25. Deathblade Wall Scythe: CR 8; touch trigger; manual
Poison Wall Spikes: CR 5; location trigger; manual reset; Atk +16 melee (2d4+8 plus poison, scythe); poison
reset; Atk +16 melee (1d8+4 plus poison, spike); multiple (deathblade, DC 20 Fortitude saving throw resists, 1d6
targets (closest target in each of two adjacent 5-ft. Con/2d6 Con); Search DC 24; Disable Device DC 19.
squares); poison (Medium monstrous spider venom, DC Purchase DC: 36.
13 Fortitude saving throw resists, 1d4 Str/1d4 Str); Search Well-Camouflaged Pit Trap: CR 8; location trigger;
DC 17; Disable Device DC 21. Purchase DC: 30. repair reset; DC 20 Reflex saving throw avoids; 100 ft.
deep (10d6, fall); Search DC 27; Disable Device DC 18.
Purchase DC: 34.

199
141.157.188.166
CR 9 Traps preparations. Surviving is experience enough. This
Drawer Handle Smeared with Contact Poison: CR section will deal with many situations that characters will
9; touch trigger (attached); manual reset; poison (black have to consider whenever they set out to travel.
lotus extract, DC 20 Fortitude saving throw resists, 3d6
Con/3d6 Con); Search DC 22; Disable Device DC 26. Acid
Purchase DC: 37. Corrosive acids deal damage with each round of exposure.
Dropping Ceiling: CR 9; location trigger; repair reset; The amount of damage varies depending on the acid’s
WORLD OF ADVENTURE

ceiling moves down (12d6, crush); multiple targets (all strength, as noted on the Acid Damage table.
targets in a 10-ft.-by-10-ft. room); never miss; onset
delay (1 round); Search DC 20; Disable Device DC 20. Acid Damage
Purchase DC: 37.
Wide-Mouth Pit Trap: CR 9; location trigger; manual Acid Strength Splash Attack* Total Immersion*
reset; DC 25 Reflex saving throw avoids; 100 ft. deep Mild 1d6 1d10
(10d6, fall); multiple targets (all targets within a 10-ft.- Potent 2d6 2d10
by-10-ft. area); Search DC 25; Disable Device DC 25. Concentrated 3d6 3d10
Purchase DC: 39. *Damage per round of exposure.

CR 10 Traps Acid damage from an attack reduces hit points. A


Crushing Room: CR 10; location trigger; automatic character fully immersed in acid takes potentially more
reset; walls move together (16d6, crush); multiple targets damage per round of exposure than a character splashed
(all targets in a 10-ft.-by-10-ft. room); never miss; onset with acid. The fumes from most acids are inhaled poisons.
delay (2 rounds); Search DC 22; Disable Device DC 22. Those who come within 5 feet of a large body of acid must
Purchase DC: 40. make a Fortitude saving throw at DC 15 or take 1 point of
Crushing Wall Trap: CR 10; location trigger; automatic temporary Constitution damage. A second saving throw
reset; no attack roll required (18d6, crush); Search DC 24; must be successfully made 1 minute later to avoid taking
Disable Device DC 25. Purchase DC: 40. another 1d4 points of Constitution damage.

Adventuring Carrying Capacity


When characters set out to adventure, there are many Encumbrance rules are based largely on a character’s
situations that they can encounter and that will have Strength score and determine how much his armour and
any number of effects on them. Unlike other situations, equipment slow him down. Encumbrance comes in two
adventuring encounters do not have a particular CR parts: encumbrance by armour and encumbrance by total
attached to them and do not have a system with which weight. The former is not truly affected by Strength as it
to award experience, as surpassing them depends as much deals largely with the limits of mobility imposed by the
on sheer luck as it does on inspired actions and careful armour itself. The latter is entirely based on Strength

The iron coach was fast but they were keeping it from gaining on them. At least, it was not gaining very quickly.
Unfortunately, they were in a maze now and there was no way out. The coach would not tire and eventually it would
overtake them. It would have already caught them by now but one of its treads had suffered damage when it ran over
Thurdin’s abandoned mine. That bit of luck was the only thing keeping them alive.

Gearbolt was carrying the bomb and Jerrek had Thurdin over his back. Heshia was sprinting as fast as she could,
moving slightly faster than the rest. It made Jerrek feel better to know that even if they fell to the coach’s unstoppable
advance, Heshia might be able to make it out alive. She kept running up ahead, scouting out ways for them to turn
but the fatigue was starting to catch up with him. Jerrek’s legs were aching and his breath was like fire in his lungs.
‘Drop me, lad. Without my weight, you’ve got a chance!’ Jerrek ignored the dwarf; there was no way in the Hells
he was leaving a team mate behind.

Heshia came dashing back to them again. ‘Jerrek, there’s a pit up to the left. We marked it on our first pass through.
I think we can jump it!’ Jerrek looked at her and both their eyes widened. ‘You thinking what I am, human?’ she
asked with a smirk. He nodded quickly and turned left with her at the next junction.

Two minutes later, they were all standing at the edge of a deep pit. Smoke and fire billowed up from its depths,
gushing out of the twisted remains of an orcish iron coach. Three burning bodies were visible in the wreckage, but
Jerrek figured there were at least two others. ‘That,’ he gasped, still trying to catch his breath, ‘was too damn close.’
Leaning against the wall, he tried to think about their next move. For now, he was just happy to be alive.

200
141.157.188.166
Carrying Capacity Capacity table. Depending on how
Strength Light Medium Heavy the weight compares to the character’s
Score Load Load Load carrying capacity, he may be carrying
a light, medium, or heavy load. Like
1 3 lb. or less 4–6 lb. 7–10 lb.
armour, a character’s load affects his or
2 6 lb. or less 7–13 lb. 14–20 lb.
her maximum Dexterity bonus to DV,
3 10 lb. or less 11–20 lb. 21–30 lb. carries a check penalty (which works

WORLD OF ADVENTURE
4 13 lb. or less 14–26 lb. 27–40 lb. like an armour check penalty), reduces
5 16 lb. or less 17–33 lb. 34–50 lb. the character’s speed and affects how fast
6 20 lb. or less 21–40 lb. 41–60 lb. he can run, as shown on the Carrying
7 23 lb. or less 24–46 lb. 47–70 lb. Loads table. A medium or heavy load
8 26 lb. or less 27–53 lb. 54–80 lb. counts as medium or heavy armour for
9 30 lb. or less 31–60 lb. 61–90 lb. the purpose of abilities or skills that are
10 33 lb. or less 34–66 lb. 67–100 lb. restricted by armour. Carrying a light
11 38 lb. or less 39–76 lb. 77–115 lb. load does not encumber a character.
12 43 lb. or less 44–86 lb. 87–130 lb.
If a character is wearing armour, use the
13 50 lb. or less 51–100 lb. 101–150 lb.
worse figure (from armour or from load)
14 58 lb. or less 59–116 lb. 117–175 lb.
for each category. Do not stack the
15 66 lb. or less 67–133 lb. 134–200 lb.
penalties, as a character can only suffer
16 76 lb. or less 77–153 lb. 154–230 lb. from one set of encumbrance penalties
17 86 lb. or less 87–173 lb. 174–260 lb. at a given time.
18 100 lb. or less 101–200 lb. 201–300 lb.
19 116 lb. or less 117–233 lb. 234–350 lb. Lifting and Dragging
20 133 lb. or less 134–266 lb. 267–400 lb. A character can lift as much as his
21 153 lb. or less 154–306 lb. 307–460 lb. maximum load over his or her head. A
22 173 lb. or less 174–346 lb. 347–520 lb. character can lift as much as double his
23 200 lb. or less 201–400 lb. 401–600 lb. maximum load off the ground but he
24 233 lb. or less 234–466 lb. 467–700 lb. can only stagger around with it. While
25 266 lb. or less 267–533 lb. 534–800 lb. overloaded in this way, the character
loses any Dexterity bonus to Defence
26 306 lb. or less 307–613 lb. 614–920 lb.
and can move only 5 feet per round,
27 346 lb. or less 347–693 lb. 694–1,040 lb.
as a full-round action. A character can
28 400 lb. or less 401–800 lb. 801–1,200 lb. generally push or drag along the ground
29 466 lb. or less 467–933 lb. 934–1,400 lb. as much as five times his maximum
+10 x4 x4 x4 load. Favourable conditions can double
these numbers and bad circumstances
as the stronger a character is, the greater the load he can can reduce them to one-half or less.
handle without succumbing to the slowing effects of
heavy and unwieldy burdens. Bigger and Smaller Creatures
The figures on the Carrying Capacity table are for
Encumbrance by Armour
Medium bipedal creatures. A larger bipedal creature
A character’s body armour defines his maximum Dexterity
can carry more weight depending on its size category, as
bonus to Defence, armour check penalty, speed, and
follows: Large x2, Huge x4, Gargantuan x8, Colossal x16,
running speed. Unless your character is weak or carrying
Leviathan x32. A smaller creature can carry less weight
a lot of gear, you do not need to know more than this.
depending on its size category, as follows: Small x3/4,
The extra gear your character carries will not slow him
Tiny x1/2, Diminutive x1/4, Fine x1/8.
down any more than the armour already does. If the
character is weak or carrying a lot of gear, however, then
Quadrupeds can carry heavier loads than characters can.
encumbrance by weight will apply. Calculating carried
Instead of the multipliers given above, multiply the value
weight is of utmost importance when a character is trying
corresponding to the creature’s Strength score from the
to carry some heavy object.
Carrying Capacity table by the appropriate modifier, as
Weight
To determine whether a character’s gear is Carrying Loads
heavy enough to slow him down more than Load Max Check Speed
the armour already does, total the weight of Dex Penalty (30 ft.) (20 ft.) Run
all the character’s items, including armour,
Medium +3 –3 20 ft. 15 ft. x4
weapons, and gear. Compare this total to
Heavy +1 –6 20 ft. 15 ft. x3
the character’s Strength on the Carrying
201
141.157.188.166
follows: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small saving throw, he takes damage after an incubation period;
x1, Medium x1-1/2, Large x3, Huge x6, Gargantuan x12, once per day thereafter, he must succeed at a Fortitude
Colossal x24, Leviathan x48. saving throw to avoid secondary damage. Two successful
saving throws in a row indicate that the character has
Tremendous Strength fought off the disease and recovers, taking no more
For Strength scores not shown on the Carrying Capacity damage.
table, find the Strength score between 20 and 29 that
WORLD OF ADVENTURE

has the same number in the ‘ones’ digit as the creature’s Disease Traits
Strength score does and multiply the numbers in that by The characteristics of some treatable diseases are
4 for every ten points the creature’s Strength is above the summarised on the Diseases table. While medicine in a
score for that row. steampunk setting is much more advanced than that of
Armour and Encumbrance for Other Base Speeds any other fantasy world, there are still unnatural diseases
The table below provides reduced speed figures for all base that only magic can treat and which still refuse a scientific
speeds from 20 feet to 100 feet (in 10-foot increments). name, to the frustration of medical researchers; such
diseases are written in italics in the table.
Base Reduced Base Reduced
Speed Speed Speed Speed Type: This is the disease’s method of delivery, which may
20 ft. 15 ft. 70 ft. 50 ft. be ingested, inhaled, or transmitted via an injury, along
30 ft. 20 ft. 80 ft. 55 ft. with the DC needed for the saving throw. A wound as
small as an insect bite can transmit some injury diseases.
40 ft. 30 ft. 90 ft. 60 ft.
Most diseases that are inhaled can also be ingested and
50 ft. 35 ft. 100 ft. 70 ft.
vice versa.
60 ft. 40 ft.
Incubation Period: This is the amount of time before
Darkness and Light initial damage takes effect, if the victim fails his Fortitude
It is a rare mission that does not end up in the dark saving throw.
somewhere, even in the gas-lit world of Steampunk.
Characters need a way to see. See the Light Sources table Initial Damage: This is the damage the victim takes after
for the radius that a light source illuminates and how long the incubation period.
it lasts.
Secondary Damage: This is the amount of damage the
Light Sources character takes one day after taking initial damage if he
Item Light Duration fails a second saving throw. This damage is taken each day
Candle 5 feet 12 hours the saving throw fails.
Torch 20 feet 2 hours
Halogen lantern 40 feet 24 hours Healing a Disease
Use of the Treat Injury skill can help a diseased character
Flashlight 20 feet* 6 hours
as per the skill’s description. Characters recover points lost
*Creates a beam 30 feet long and 5 feet high. to ability score damage at a rate of 1 per day per ability
damaged. This rule applies even while a disease is in
Falling progress. That means that a character with a minor disease
A character takes 1d6 points of damage for every 10 feet might be able to withstand it without accumulating any
of a fall, to a maximum of 20d6 points. If he succeeds on damage.
a Reflex saving throw (DC 10, +1 for each 10 feet fallen)
then this damage is halved. If the saving throw fails, full Electricity
damage is applied. A character can make a Tumble check Electricity Damage
at DC 15 to treat a fall as if it were 10 feet shorter than Fort
it actually is when determining the damage and Reflex Type Examples Damage DC
saving throw DC required by the fall. Jolt Car battery, 1d3 10
stun gun
Disease Low Fuse box, 2d6 15
When a character is exposed to a treatable disease, he voltage electrical socket
must make an immediate Fortitude saving throw. The Medium Industrial 4d6 15
victim must make this roll when he comes into contact voltage transformer,
with an infectious carrier, touches an item smeared with electric fence
diseased matter, consumes food or drink tainted with a High Power line, 8d6 20
disease or suffers damage from a contaminated attack. If voltage electric chair,
the character succeeds, the disease has no effect on him. lightning
His immune system fights off the infection. If he fails the
202
141.157.188.166
Diseases
Incubation
Disease Type Period Initial Damage Secondary Damage
Anthrax Inhaled/Injury DC 16 1d2 days 1 Con 1d4 Con1
Demon fever Injury DC 18 1 day 1d2 Con1 1d6 Con
Devil chills2 Injury DC 14 1d4 days 1 Str 1d4 Str

WORLD OF ADVENTURE
Gangrene Injury DC 12 1d3 days 1 Dex and 1 Con 1d3 Dex and 1d3 Con
Smallpox Inhaled/Contact DC 15 2d4 days 1 Str and 1 Con 1d2 Str and 1d2 Con
Pneumonia Inhaled DC 12 1d4 days 1 Str 1d3 Str and 1d3 Con
Hantavirus Injury DC 14 1 day 1d2 Str 1d2 Str1 and 1d2 Con1
Mummy rot3 Contact DC 20 1 day 1d2 Con 1d6 Con
Necrotizing fasciitis Contact DC 13 1d6 days 1 Con 1d3 Con1
March chills Injury DC 12 1d4 days 1 Dex and 1 Con 1d2 Dex and 1d2 Con1
Shivering flu Ingested DC 13 1 day 1 Str and 1 Dex 1 Str and 1d3 Dex
Slimy doom Contact DC 14 1 day 1d2 Con1 1d4 Con
1
If damage is sustained, make a second saving throw to avoid 1 point being permanently drained instead of merely damaged.
2
The victim must make three successful Fortitude saving throws in a row to recover from devil chills.
3
Successful saves do not allow the character to recover. Only magical healing can save the character.

Electrical hazards come in many forms, including stun


guns, downed power lines and electric security fences.
Heat and Cold
Heat and cold deal damage that cannot be recovered
The Electricity Damage table gives damage values for
until the character counteracts or escapes the inclement
various electrical hazards based on relative voltage. A
temperature. As soon as the character suffers any damage
character can make a Fortitude saving throw to reduce
from heat or cold, he is considered fatigued.
the damage by half. If that character is not grounded or
is otherwise insulated from the current, then a successful
A character not properly equipped to counteract the heat
saving throw indicates that no damage is suffered.
or cold must attempt a Fortitude saving throw each hour
at a DC of 15, +1 for each previous check. Failure means
Falling Objects that the character loses 1d4 hit points. Heavy clothing
Objects that fall upon characters (or creatures or vehicles) or armour provides a –4 penalty on saving throws against
deal damage based on their size and the distance fallen, as heat but grants a +4 equipment bonus on saves against
noted on the Damage from Falling Objects table. cold. A character who succeeds at a Survival check (DC
15) gains a +4 competence bonus on the saving throw; see
Objects deal the initial damage given in the Damage from the Survival skill.
Falling Objects table if they fall 10 feet or less. An object
deals an additional 1d6 points of damage for every 10-foot Searing heat or bitter cold (desert or arctic conditions)
increment it falls beyond the first, to a maximum of 20d6 forces a character to make a Fortitude saving throw every
points of damage. Objects of Fine size are too small to 10 minutes. Failure means that the character loses 1d6
deal damage, regardless of the distance fallen. A successful hit points. Appropriate clothing and successful use of
Reflex saving throw indicates that the target takes half the Survival skill can modify the saving throw, as noted
damage. The size of the falling object determines the above.
saving throw DC.

If the save fails by 10 or more Damage from Falling Objects


and the object is at least three Initial Reflex Strength
size categories larger than the Object Size Examples Damage Save DC Check DC
character, then he is pinned
Fine Penny 0 n/a n/a
under the fallen object. A pinned
Diminutive Paperweight 1 0 n/a
character cannot move but is not
helpless. The character can make a Tiny Wrench 1d3 5 n/a
Strength check to lift the object off Small Vase 1d4 10 5
himself or an Escape Artist check Medium Briefcase 1d6 15 10
to get out from underneath, with Large Garbage can 2d6 20 20
a DC of 20 in either case. The Huge Oil barrel 4d6 25 30
Games Master can modify the Gargantuan Piano 8d6 30 40
DCs for these checks based on the Colossal Vehicle 10d6 35 50
circumstances.

203
141.157.188.166
Catching on Fire movement scales, creatures generally walk, hustle, or run.
Characters exposed to open flames might find their clothes, Each type of movement affects the speed of the character
hair, or equipment on fire. Characters at risk of catching and the types of action that can be performed at the same
fire are allowed a Reflex saving throw (DC 15) to avoid time. The Combat chapter will explain simultaneous
this fate. If a character’s clothes or hair catch fire, he takes actions in greater detail.
1d6 points of damage immediately. In each subsequent
round, the burning character must make another Reflex  Walk: A walk represents unhurried but
WORLD OF ADVENTURE

saving throw. Failure means he takes another 1d6 points purposeful movement at 3 miles per hour for an
of damage that round. Success means that the fire has unencumbered person.
gone out; that is, once the character succeeds at the saving  Hustle: A hustle is a jog at about 6 miles per hour
throw, he is no longer on fire. for an unencumbered human. A character moving
his speed twice in a single round, or moving that
A character who is on fire may automatically extinguish speed in the same round that he performs a
the flames by jumping into enough water to douse himself. standard action or another move action is hustling
If no body of water is at hand, rolling on the ground or when he moves.
smothering the fire with blankets or the like permits the  Run (x3): Moving three times speed is a running
character another saving throw with a +4 bonus. pace for a character in heavy armour. It represents
about 9 miles per hour for a human in full plate or
Lava Effects heavy combat armour.
Lava or magma deals 2d6 points of damage per round of  Run (x4): Moving four times speed is a running
exposure, except in the case of total immersion, such as pace for a character in light, medium, or no
when a character falls into the crater of an active volcano, armour. It represents about 12 miles per hour
which deals 20d6 points of damage per round. Damage for an unencumbered human, or 8 miles per hour
from magma continues for 1d3 rounds after exposure for a human in chainmail or tactical body armour
ceases but this additional damage is only half of that dealt such as riot gear.
during actual contact, that is, 1d6 or 10d6 points per
round. Tactical Movement
Use tactical movement for combat. Characters generally
An immunity or resistance to fire serves as an immunity to do not walk during combat. Instead, they hustle or run.
lava or magma. However, a creature immune to fire might A character who moves his speed and takes some action
still drown if completely immersed in lava; see Drowning is hustling for about half the round and doing something
below. else for the other half.

Ice Effects
Characters walking on ice move
Movement and Distance
at half speed and the DC for
Balance and Tumble checks Speed
increases by +5. Characters in 15 feet 20 feet 30 feet 40 feet
prolonged contact with ice may One Round (Tactical)*
run the risk of taking damage Walk 15 ft. 20 ft. 30 ft. 40 ft.
from severe cold, for which see Hustle 30 ft. 40 ft. 60 ft. 80 ft.
above. Run (x3) 45 ft. 60 ft. 90 ft. 120 ft.
Run (x4) 60 ft. 80 ft. 120 ft. 160 ft.
Movement One Minute (Local)
There are three movement Walk 150 ft. 200 ft. 300 ft. 400 ft.
scales, as follows. Hustle 300 ft. 400 ft. 600 ft. 800 ft.
 Tactical, for combat, Run (x3) 450 ft. 600 ft. 900 ft. 1,200 ft.
measured in feet (or Run (x4) 600 ft. 800 ft. 1,200 ft. 1,600 ft.
squares) per round. One Hour (Overland)
 Local, for exploring an
Walk 1 1/2 miles 2 miles 3 miles 4 miles
area, measured in feet
Hustle 3 miles 4 miles 6 miles 8 miles
per minute.
 Overland, for getting Run — — — —
from place to place, One Day (Overland)
measured in miles per Walk 12 miles 16 miles 24 miles 32 miles
hour or miles per day. Hustle — — — —
Run — — — —
Modes of Movement: While * Tactical movement is often measured in squares on the battle grid (1 square = 5 feet) rather
moving at the different than feet.

204
141.157.188.166
Hampered Movement: Difficult terrain, obstacles, or Overland Movement
poor visibility can hamper movement. When movement Characters covering long distances cross-country use
is hampered, speed is reduced by half or, alternatively, that overland movement. Overland movement is measured in
space takes double the amount of allotted movement. If miles per hour or miles per day. A day represents 8 hours
more than one condition applies, multiply together all of actual travel time. For rowed watercraft and muscle-
additional costs that apply. This is a specific exception to operated vehicles, a day represents 10 hours of rowing.
the normal rule for doubling. For a sailing ship or an aircraft, it represents 24 hours.

WORLD OF ADVENTURE
In some situations, movement may be so hampered that Walk
the character does not have sufficient speed even to move A character can walk 8 hours in a day of travel without a
5 feet. In such a case, the character may use a full-round problem. Walking for longer than that can wear him out;
action to move 5 feet in any direction, even diagonally. see Forced March, below.
The character cannot take advantage of this rule to move
through impassable terrain or to move when all movement Hustle
is prohibited. A character can hustle for 1 hour without a problem.
Hustling for a second hour in between sleep cycles deals
You cannot run or charge through any square that would 1 point of non-lethal damage and each additional hour
hamper your movement. deals twice the damage taken during the previous hour of
hustling. A character who takes any non-lethal damage
Hampered Movement from hustling becomes fatigued.
Condition Additional Movement Cost
Difficult terrain x2 A fatigued character cannot run or charge and takes a
Obstacle* x2 penalty of –2 to Strength and Dexterity. Eliminating the
Poor visibility x2 non-lethal damage also eliminates the fatigue.
Impassable —
Run
* May require a skill check A character cannot run for an extended period of time.
Attempting to run and rest in cycles, which is the preferred
Local Movement method for long-distance overland travel when time is not
Characters exploring an area use local movement, an important factor or in short supply, effectively works
measured in feet per minute. out to a hustle.
Walk: A character can walk without a problem on the
local scale. Terrain
Hustle: A character can hustle without a problem on The terrain through which a character travels affects how
the local scale. See Overland Movement, below, for much distance he can cover in an hour or a day. See the
movement measured in miles per hour. Terrain and Overland Movement table. A highway is a
Run: A character with a Constitution score of 9 or higher straight, major, paved road. A road is typically a dirt track.
can run for a minute without a problem. Generally, a A trail is like a road, except that it allows only single-file
character can run for a minute or two before having to travel and does not benefit a party travelling with vehicles.
rest for a minute. Trackless terrain is a wild area with no paths.

205
141.157.188.166
Terrain and Overland Movement are limited to fairly wide turns and must maintain
Terrain Highway Road or Trail Trackless a minimum forward speed. Each flying object
has a manoeuvrability mode, as shown on the
Desert, sandy x1 x1/2 x1/2
Manoeuvrability table. The entries on the table
Forest x1 x1 x1/2
are defined below. These rules are not intended for
Hills x1 x3/4 x1/2 constant use; flying creatures usually have enough
Jungle x1 x3/4 x1/4 mobility to interact normally with creatures on
WORLD OF ADVENTURE

Moor x1 x1 x3/4 the ground. In fact, three-dimensional movement


Mountains x3/4 x3/4 x1/2 should only be implemented when there are flying
Plains x1 x1 x3/4 creatures or objects in conflict with each other.
Swamp x1 x3/4 x1/2
Tundra, frozen x1 x3/4 x3/4  Minimum Forward Speed: If a flying object
fails to maintain its minimum forward speed,
Forced March it must land at the end of its movement. If it
In a day of normal walking, a character walks for 8 hours. is too high above the ground to land, it falls
The rest of the daylight time is spent making and breaking straight down, descending 150 feet in the
camp, resting, and eating. A character can walk for more first round of falling. If this distance brings it
than 8 hours in a day by making a forced march. For each to the ground, it takes falling damage. If the
hour of marching beyond 8 hours, a Constitution check fall does not bring the object to the ground,
(DC 10, +2 per extra hour) is required. If the check fails, it must spend its next turn recovering from
the character takes 1d6 points of non-lethal damage. A the stall. Its pilot must succeed on a DC
character who takes any non-lethal damage from a forced 20 Pilot skill check to recover, otherwise it
march becomes fatigued. Eliminating the non-lethal falls another 300 feet. If it hits the ground,
damage also eliminates the fatigue. It is entirely possible the object and its pilot take falling damage.
for a character to march into unconsciousness by pushing Otherwise, it has another chance to recover
himself too hard on a forced march. on its next turn.
 Hover: The ability to stay in one place while
Mounted Movement airborne.
A mount bearing a rider can move at a hustle. The  Move Backward: The ability to move
damage it takes when doing so, however, is lethal damage, backward without turning around.
not non-lethal damage. The creature can also be ridden in  Reverse: An object with good manoeuvrability
a forced march but its Constitution checks automatically uses up 5 feet of its speed to start flying
fail and again, the damage it takes is lethal damage. backward.
Mounts also become fatigued when they take any damage  Turn: How much the object can turn
from hustling or forced marches. after covering the stated distance; in some
amazing machines, their Turn Rate replaces
this value.
Three-Dimensional Movement  Turn in Place: An object with good or
Once movement becomes three-dimensional and involves average manoeuvrability can use some of its
turning in midair and maintaining a minimum velocity to speed to turn in place.
stay aloft, it gets more complicated. Most flying objects  Maximum Turn: How much the object can
have to slow down at least a little to make a turn; many turn in any one space.

Manoeuvrability
Manoeuvrability
Perfect Good Average Poor Clumsy
Minimum forward speed None None Half Half Half
Hover Yes Yes No No No
Move backward Yes Yes No No No
Reverse Free –5 ft. No No No
Turn Any 90º/5 ft. 45º/5 ft. 45º/5 ft. 45º/10 ft.
Turn in place Any +90º/–5 ft. +45º/–5 ft. No No
Maximum turn Any Any 90º 45º 45º
Up angle Any Any 60º 45º 45º
Up speed Full Half Half Half Half
Down angle Any Any Any 45º 45º
Down speed Double Double Double Double Double
Between down and up 0 0 5 ft. 10 ft. 20 ft.

206
141.157.188.166
 Up Angle: The angle at which the object can Contact: Merely touching this type of poison necessitates
climb. a saving throw. It can be actively delivered via a weapon
 Up Speed: How fast the object can climb. or a touch attack. Even if a creature has sufficient damage
 Down Angle: The angle at which the object reduction to avoid taking any damage from the attack, the
can descend. poison can still affect it. A chest or other object can be
 Down Speed: A flying object can fly down at smeared with contact poison as part of a trap.
twice its normal flying speed.

WORLD OF ADVENTURE
 Between Down and Up: An average, poor, Ingested: Ingested poisons are virtually impossible to
or clumsy flying object must fly level for utilize in a combat situation. A poisoner could administer
a minimum distance after descending a potion to an unconscious creature or attempt to dupe
and before climbing. Any flier can begin someone into drinking or eating something poisoned.
descending after a climb without an Assassins and other characters tend to use ingested poisons
intervening distance of level flight. outside of combat.

Evasion and Pursuit Inhaled: Inhaled poisons are usually contained in fragile
In round-by-round movement it is impossible for a slow vials or eggshells. They can be thrown as a ranged attack
character to get away from a determined fast character with a range increment of 10 feet. When it impacts
without mitigating circumstances. Likewise, it is no against a hard surface or is struck hard, the container
problem for a fast character to get away from a slower releases its poison. One dose spreads to fill the volume of
one. a 10-foot cube. Each creature within the area must make
a saving throw. Holding one’s breath is ineffective against
When the speeds of the two concerned characters are inhaled poisons, as they affect the nasal membranes, tear
equal, there is a simple way to resolve a chase: if one ducts, and other parts of the body.
creature is pursuing another, both are moving at the same
speed and the chase continues for at least a few rounds, Injury: This poison must be delivered through a wound.
have them make opposed Dexterity checks to see who is If a creature has sufficient damage reduction to avoid
the faster over those rounds. If the creature being chased taking any damage from the attack, then the poison does
wins, it escapes. If the pursuer wins, it catches the fleeing not affect it. Traps that cause damage from weapons,
creature. needles, and the like sometimes contain injury poisons.

Sometimes a chase occurs overland and could last all day, The characteristics of poisons are summarized on the
with the two sides only occasionally getting glimpses of Poisons table. Terms on the table are defined below.
each other at a distance. In the case of a long chase, an Type: The poison’s method of delivery (contact, ingested,
opposed Constitution check made by all parties determines inhaled, or via an injury) and the Fortitude saving throw
which can keep pace the longest. If the creature being DC to avoid the poison’s damage.
chased rolls the highest, it gets away. If not, the chaser Initial Damage: The damage the character takes
runs down its prey, outlasting it with stamina. immediately upon failing his saving throw against this
poison. Ability damage is temporary unless marked with
Poison an asterisk (*) in which case the loss is a permanent drain.
When a character takes damage from an attack with a Paralysis lasts for 2d6 minutes.
poisoned weapon, touches an item smeared with contact Secondary Damage: The amount of damage the character
poison, consumes poisoned food or drink, or is otherwise takes 1 minute after exposure as a result of the poisoning,
poisoned, he must make a Fortitude saving throw. If he if he fails a second saving throw. Unconsciousness lasts
fails, he takes the poison’s initial damage, which is usually for 1d3 hours. Ability damage marked with an asterisk is
ability damage. Even if he succeeds, he typically faces permanent drain instead of temporary damage.
more damage one minute later (10 rounds) and can also Purchase DC: The cost of one dose (one vial) of the
avoid this with a successful Fortitude saving throw. poison. It is not possible to use or apply poison in any
quantity smaller than one dose.
One dose of poison smeared on a weapon or some other Restriction: The purchase and possession of poison is
object affects just a single target. A poisoned weapon or restricted and sometimes even illegal, depending on the
object retains its venom until the weapon scores a hit or substance as indicated by the table; even in big cities it
the object is touched, unless the poison is wiped off before can be obtained only from specialized, less than reputable
a target comes into contact with it. Any poison smeared sources.
on an object or exposed to possible handling in any way Craft DC: This is the DC for Craft (chemical) checks to
remains potent until it is touched or used. make a poisonous substance.
Time: How much time it takes a person to prepare the
Poisons can be divided into four basic types according to substance in controlled situations.
the method by which their effect is delivered, as follows:

207
141.157.188.166
Poisons
Save Secondary Purchase Craft
Poison Type DC Initial Damage Damage DC DC Time
Atropine Injury 13 1d6 Dex 1d6 Str 3 14 1 hr.
Arsenic Ingested 14 1d4 Str 2d4 Con 9 24 4 hr.
Belladonna (plant) Injury 18 1d6 Str 2d6 Str 14 n/a n/a
Black lotus extract Contact 20 3d6 Con 3d6 Con 23 12 1 hr.
WORLD OF ADVENTURE

Bloodroot Injury 12 0 1d4 Con + 1d3 Wis 10 9 2 hr.


Blue-ringed octopus Injury 15 1d4 Con 1d4 Con 14 n/a n/a
venom
Blue vitriol Injury 12 1d2 Con 1d2 Con 3 9 1 hr.
Chloral hydrate Ingested 18 1d6 Dex Unconsciousness 12 28 8 hr.
1d3 hours
Chloroform 1 Inhaled 17 Unconsciousness — 9 24 4 hr.
1d3 hours
Curare (plant) Injury 18 2d4 Dex 2d4 Wis 15 n/a n/a
Cyanide Injury 16 1d6 Con 2d6 Con 15 31 15 hr.
Deathblade Injury 20 1d6 Con 2d6 Con 20 25 15 hr.
Greenblood oil Injury 13 1 Con 1d2 Con 10 11 1 hr.
Id moss Ingested 14 1d4 Int 2d6 Int 11 18 8 hr.
Insanity mist Inhaled 15 1d4 Wis 2d6 Wis 19 27 4 hr.
Knockout gas Inhaled 18 1d3 Dex Unconsciousness 12 26 8 hr.
1d3 hours
Lead mist (gas) Inhaled 12 1d2 Str 1d4 Con 6 17 2 hr.
Lead powder (solid) Ingested 12 1d2 Con 1d4 Con 6 18 2 hr.
Malyss root paste Contact 16 1 Dex 2d4 Dex 15 13 1 hr.
Mustard gas Inhaled 17 1d4 Con 2d4 Con 12 26 8 hr.
Puffer poison (fish) Injury 13 1d6 Str Paralysis 2d6 13 n/a n/a
minutes
Rattlesnake venom Injury 12 1d6 Con 1d6 Con 12 n/a n/a
Sassone leaf residue Contact 16 2d12 hp 1d6 Con 14 15 1 hr.
Shadow essence Injury 17 1 Str3 2d6 Str 17 27 8 hr.
Striped toadstool Ingested 11 1 Wis 2d6 Wis + 1d4 Int 12 n/a n/a
Strychnine Injury 19 1d3 Dex 2d4 Con 9 23 4 hr.
Vermin venom2 Injury 11 1d2 Str 1d2 Str 12 n/a n/a
Wyvern poison Injury 17 2d6 Con 2d6 Con 22 n/a n/a
1
Chloroform gives off vapour that causes unconsciousness. Applying chloroform to an unwilling subject requires a successful grapple
check and pin.
2
This represents venom from Small size and smaller creatures. For every size category over Small, increase Save DC by +2, increase
damage by one die type and add +1 to Purchase DC. Scorpion/tarantula venom deals Strength damage; ant, centipede and wasp
venom deals Dexterity damage.
3
Permanent drain, not temporary damage.
n/a: Certain poisons cannot be made with the Craft skill. Instead, such a poison must be obtained by extracting it from the creature
in question.

Perils of Using Poison and certain kinds of outsiders are also immune to poison,
A character has a 5% chance of exposing himself to a although conceivably special poisons could be concocted
poison whenever he applies it to a weapon or otherwise specifically to harm them.
readies it for use. Additionally, a character who rolls a
natural 1 on an attack roll with a poisoned weapon must Smoke
make a DC 15 Reflex saving throw or accidentally poison Characters breathing heavy smoke or similar toxic gases
himself with the weapon. must make a Constitution ability score check (DC 10,
+1 for each previous check) each round or spend that
Poison Immunities round choking and coughing. Characters who choke for
Creatures with natural poison attacks are immune to 2 consecutive rounds take 1d6 points of damage. Smoke
their own poison. Nonliving creatures (constructs and also obscures vision, giving one-half concealment (20%
undead) and creatures without metabolisms (such as miss chance) to characters within it.
elementals) are always immune to poison. Oozes, plants,
208
141.157.188.166
Starvation and Thirst following round, the character drops to –1 hit points and
is dying. In the third round after failing the check, the
Sometimes characters might find themselves without food
character dies of suffocation or drowning.
and water. In normal climates, characters need at least
half a gallon of fluids and about one quarter of a pound of
decent food per day to avoid the threat of starvation. In Water Dangers
very hot climates, characters need two or three times as Any character can wade in relatively calm water that is not
much water to avoid dehydration. over his head, no check required. Similarly, swimming

WORLD OF ADVENTURE
A character can go without water for one day plus a
Jerrek walked up to Gearbolt and tapped it on
number of hours equal to his Constitution score. After
the shoulder housing. ‘You all right? You’ve been
this, the character must make a Constitution check each
staring at that pit for a while now.’ He was not
hour (DC 10, +1 for each previous check) or take 1d6
sure what was wrong with the cog but it had not
points of damage.
responded to its name, nor to his first order to move
out away from the smoking trap.
A character can go without food for three days, in
growing discomfort. After this, the character must make a
‘Apologies for the lack of reaction, sir. I am
Constitution check each day (DC 10, +1 for each previous
cogitating.’ He knew that to mean thinking, but he
check) or sustain 1d6 points of damage.
had no idea what would keep the cog so occupied
for so long. Asking what it was thinking about did
Damage from thirst or starvation cannot be recovered
not prompt an answer, so Jerrek backed away and
until the character consumes water or food, as needed.
told the team to hold on for a minute. Whatever
Even magical or psychic effects that restore hit points
Gearbolt was thinking about, it was probably
cannot heal this damage.
important enough to wait for.

Strangulation Gearbolt turned from the pit and began walking


When an instrument or an attacker strangles a character, slowly towards the group. ‘I was reviewing my
use the rules below. A character can strangle or choke a memory, sir. I have come across something that
target of the same size category or one size category larger might be of use to us in our quest. If you will recall,
or smaller. The strangling attempt incurs an attack of some of the pits we have encountered had water at
opportunity. their depths. These pits were all more than sixty
feet deep, which leads me to believe these sewers
To begin the choke, the attacker must succeed at an may have a second level.’
opposed grapple check. If the grapple succeeds, the
attacker can choose to deal normal unarmed damage as The cog waited for someone to speak. When
well as choke the target. The target can hold his breath for they just looked at it expectantly, it continued to
a number of rounds equal to his Constitution score. After explain. ‘I believe the factory, being in the centre
this period of time, the target must make a Constitution of a landlocked city, must have a run-off facility of
check (DC 10, +1 for each previous check) every round to some kind. Since there was nothing above ground
continue holding his breath. The target begins to suffocate that would serve and these tunnels are all dry, there
on a failed check; see Suffocation and Drowning. must be another layer to handle its liquid waste
elimination.’
If at any time the target breaks free or slips free of the
grapple, the stranglehold is broken, although any damage Jerrek understood what the cog was driving at now.
that was dealt remains. Note that a grappled target who is ‘So what you are saying is that the waterways below
not pinned can use his attack action to attempt to strangle us might lead directly to the factory?’
his attacker.
Gearbolt nodded. ‘Correct, sir. Even more
Suffocation and Drowning importantly, the water passage would be very
A character in an airless environment (underwater, difficult to guard, making it a much safer way to
vacuum) can hold his breath for a number of rounds approach our end goal.’ The implication that there
equal to his Constitution score. After this period of time, was a better way to reach the factory made them
he must make a Constitution ability score check (DC 10) all a lot happier until Thurdin, who was never one
every round to continue holding his breath. Each round, to accept good news without finding the flaw in it,
the DC of the Constitution check increases by 1. grumbled his objection to the cog’s otherwise damn
fine plan. ‘This should go without saying, but I
When the character fails one of these Constitution checks, don’t breathe water.’
he begins to suffocate or drown. In the next round, the
character falls unconscious with 0 hit points. In the

209
141.157.188.166
in calm water only requires skill checks with a DC of 10. companion counts as part of the subject’s self. A confused
Trained swimmers can just take 10. Armour or heavy gear character who cannot carry out the indicated action does
makes any attempt at swimming much more difficult. See nothing but babble incoherently. Attackers are not at any
the Swim skill description. special advantage when attacking a confused character.
By contrast, fast-moving water is much more dangerous. Any confused character who is attacked automatically
On a successful DC 15 Swim check or a DC 15 Strength attacks his attackers on his next turn, as long as he is still
check, it deals 1d3 points of non-lethal damage per round, confused when his turn comes.
WORLD OF ADVENTURE

or 1d6 points of lethal damage if flowing over rocks and


cascades. On a failed check, the character must make Cowering: The character is frozen in fear, loses his
another check that round to avoid going under. Dexterity bonus and can take no actions. In addition, he
takes a –2 penalty to his Defence Value. The condition
Very deep water is pitch black in most cases, posing typically lasts 10 rounds.
a navigational hazard. Worse, it deals water pressure
damage of 1d6 points per minute for every 100 feet the Dazed: Unable to act, a dazed character can take no
character is below the surface. A successful Fortitude actions but still enjoys the benefit of his normal Defence
saving throw (DC 15, +1 for each previous check) means Value. This condition typically lasts 1 round.
the diver takes no damage in that minute. Very cold water
deals 1d6 points of non-lethal damage from hypothermia Dazzled: The creature is unable to see well because of
per minute of exposure. overstimulation of the eyes. A dazzled creature takes a –1
penalty on attack rolls, Search checks and Spot checks.
Conditions Dead: A character dies when his hit points drop to
During the course of their adventures, characters may –10 or lower, or when his Constitution drops to 0. The
endure harrowing conditions that may turn lesser men character’s soul leaves his body. Dead characters cannot
and women away. A number of adverse conditions can benefit from normal or magical healing but they can be
affect the way a character operates, as defined here. If restored to life via magic. A dead body decays normally
more than one condition affects a character, apply both if unless magically preserved but magic that restores a dead
possible. If this is not possible, apply only the most severe character to life also restores the body either to full health
condition. or to its condition at the time of death, depending on the
spell or device. Either way, resurrected characters need
Ability Damaged: The character has lost 1 or more not worry about rigor mortis, decomposition and other
ability score points. The loss is temporary and these conditions that affect dead bodies.
points return at a rate of 1 per evening of rest. This differs
from ‘effective’ ability loss, which is an effect that goes Deafened: The character cannot hear and takes a –4
away when the condition causing it goes away. penalty on initiative checks. The character cannot make
Listen checks. Characters who are deafened long-term
Ability Drained: The character has lost 1 or more ability (from birth or early in life) grow accustomed to these
score points. The loss is permanent. drawbacks and can overcome some of them, at the Games
Master’s discretion.
Blinded: The character cannot see at all and thus
everything has total concealment to him. He has a 50% Disabled: The character has 0 hit points. The character
chance to miss in combat. Furthermore, the blinded can take only a single move action or attack action and
character has an effective Dexterity of 3, along with a –4 takes 1 point of damage after any action.
penalty on the use of Strength-based and Dexterity-based
skills. This –4 penalty also applies to Search checks and Dying: The character is near death and unconscious,
any other skill checks for which the Games Master deems with –1 to –9 wound points. The character can take no
sight to be important. The character cannot make Spot actions. Each round, a dying character loses 1 hit point
checks or perform any other activity that requires vision, until he or she dies or becomes stable.
such as reading. Characters who are blind long-term
(from birth or early in life) grow accustomed to these Energy Drained: The character gains one or more
drawbacks and can overcome some of them, at the Games negative levels, which might permanently drain the
Master’s discretion. character’s levels. If the subject has at least as many
negative levels as Hit Dice, he dies. Each negative level
Confused: A confused character’s actions are determined gives a creature the following penalties: –1 penalty on
by rolling d% at the beginning of his turn: 01–10, attack attack rolls, saving throws, skill checks, ability checks; loss
enemies with melee or ranged weapons; 11–20, act of 5 hit points; and –1 to effective level for determining
normally; 21–50, do nothing but babble incoherently; the power, duration, DC, and other details of rituals or
51–70, flee away from enemies at top possible speed; 71– special abilities.
100, attack nearest creature. For this purpose, a special

210
141.157.188.166
the fascinating effect, for as long as the effect lasts. It
takes a –4 penalty on skill checks made as reactions, such
as Listen and Spot checks. Any potential threat, such
as a hostile creature approaching, allows the fascinated
creature a new saving throw against the fascinating
effect. Any obvious threat, such as someone drawing a
weapon, casting a spell, or aiming a ranged weapon at

WORLD OF ADVENTURE
the fascinated creature, automatically breaks the effect.
A fascinated creature’s ally may shake it free of the
condition as a standard action.

Fatigued: Characters who are fatigued cannot run


or charge and take a penalty of –2 to Strength and
Dexterity. After 8 hours of complete, uninterrupted
rest, a fatigued character is no longer fatigued.

Flat-Footed: A character who has not yet acted


during a combat is flat-footed, not reacting normally
to the situation. A flat-footed character loses his or her
Dexterity bonus to Defence Value.

Frightened: A frightened creature flees from the source


of its fear as best it can. If unable to flee, it may fight.
A frightened creature takes a –2 penalty on all attack
rolls, saving throws, skill checks, and ability checks. A
frightened creature can use special abilities, including
magic, to flee; indeed, the creature must use such means
if they are the only way to escape. Being frightened is
like being shaken, except that the creature must flee if
possible. Panicked is a more extreme state of fear even
than these.
Exhausted: Characters who are exhausted move at half
speed and cannot run or charge. Furthermore, they take Grappled: When grappled, a character cannot undertake
a –6 penalty to Strength and Dexterity. After 1 hour of any action other than attacking with his bare hands,
complete, uninterrupted rest, an exhausted character attacking with a light weapon, or attempting to break
becomes fatigued. free from his opponent. The character loses his Dexterity
bonus to Defence Value, except on attacks from characters
Fascinated: A fascinated creature is entranced by a with whom he is grappling.
supernatural or occult effect. The creature stands or sits
quietly, taking no actions other than to pay attention to

Another emergency meal of orc food later, the group was in the second level of the sewers, making their way slowly upstream.
Gearbolt’s theory suggested that since the water was being drawn up from a central well and used by the factory, it would all be
flowing away from the facility. If that was true, they could find the factory just by moving against the current until they reached
the spot from whence the water was coming. It was, at least, a better plan than letting the orcs chop them apart up above.

Thurdin’s objection to the plan had been circumvented. They were using the curved roof of the iron coach to trap air. A cracked
glass panel on one side allowed them to see while they moved. Aside from the occasional spark as the iron dome grated against the
stone ceiling overhead, it was working fairly well. There were interspersed pits along the route and when they encountered one,
they could stand up fully, raise the dome to get fresh air inside and stave off the possibility of slow suffocation. It was a dangerous
plan and if they did not keep finding places to refresh their air supply it could be a fatal one but it seemed to be working so far.

The real problem with travelling through the second level of the sewers was not the lack of air. It was the lack of light. With no
direct access for travel, there was no need for the orcs to put light sources down here. That made it difficult for Jerrek and the
others to find their way around. Gearbolt was able to gauge the motion of the water around it, keeping them moving upstream,
but they had virtually no visibility at all. Even Thurdin and Gailion, with their eyes the best suited for seeing in the dark, could
not see very far ahead because of the high water level. If they came across anything living down here, it would be on them before
they could react…

211
141.157.188.166
Helpless: Paralysed, sleeping, or unconscious characters his non-lethal damage is no longer staggered; a character
are helpless. A helpless character has an effective Defence whose non-lethal damage exceeds his hit points becomes
Value of 5 + size modifier. An attacker can attempt a coup unconscious.
de grace against a helpless character.
Stunned: A character who becomes stunned loses his
Incorporeal: Having no physical body. Incorporeal Dexterity bonus, drops what he is holding and can take
creatures are immune to all non-magical attack forms. no attack or move actions. In addition, the character takes
WORLD OF ADVENTURE

The only things that can harm them are other incorporeal a –2 penalty to Defence Value. The condition typically
creatures, +1 or better magic weapons, rituals, occult lasts 1 round.
effects, or supernatural effects.
Unconscious: An unconscious character is unable to
Invisible: Visually undetectable. An invisible creature defend himself. The character is helpless and typically
gains a +2 bonus on attack rolls against sighted opponents, falls prone.
and ignores its opponents’ Dexterity bonuses to Defence
Value, if any. See Invisibility, under Special Abilities.
Special Abilities
Nauseated: Characters who are nauseated are unable Creatures and even some characters have special abilities
to attack or do anything else requiring attention or that are beyond the scope of skills and feats but still
concentration. The only action such a character can take fall short of psychic powers and the ability to wield
is a single move action per turn. magic. A special ability may be extraordinary, occult, or
supernatural in nature.
Panicked: A panicked character flees as fast as possible
and cowers (see Cowering, above) if unable to get away. Extraordinary Abilities (Ex): Extraordinary abilities
The character defends normally but cannot attack. are non-magical. They are not, however, something that
Panicked is a more extreme state of fear than shaken or just anyone can do, or even learn to do without extensive
frightened. training. Effects or areas that negate or disrupt magic have
no effect on extraordinary abilities.
Paralysed: Characters who are paralysed fall to the
ground, unable to move. They have an effective (but not Occult Abilities (Oc): Occult abilities, as the name
actual) Dexterity and Strength of 0. They are helpless. implies, are magical abilities that are very much like the
effects of rituals. Occult abilities are subject to magic
Pinned: A pinned character is held immobile (but not resistance and protection magic. They do not function in
helpless) in a grapple. The character takes a –4 penalty areas where magic is suppressed or negated.
to Defence Value against melee attacks and loses his
Dexterity bonus to Defence Value. Supernatural Abilities (Su): Supernatural abilities
are magical but are not within the realm of the occult.
Prone: An attacker who is prone (lying on the ground) Supernatural abilities are not subject to magic resistance
takes a –4 penalty on melee attack rolls and cannot use and do not function in areas where magic is suppressed or
bows or thrown ranged weapons. The character gains a +4 negated. A supernatural ability’s effect cannot be dispelled
bonus to Defence Value against ranged attacks but takes a and is not subject to countermagic. See the table below
–4 penalty to Defence Value against melee attacks. for a summary of the types of special abilities.

Shaken: A shaken character takes a –2 penalty Special Ability Types


on attack rolls, saving throws, and skill checks. Ability Type Extraordinary Occult Supernatural
Shaken is a less severe state of fear than frightened
Dispel No Yes Yes
or panicked.
Magic No Yes No
resistance
Sickened: A sickened character takes a –2 penalty
on all attack rolls, weapon damage rolls, saving
throws, skill checks, and ability checks. Ability Score Loss
Various attacks cause ability score loss, either ability
Stable: A stable character is no longer dying but is still damage or ability drain. Points lost to ability damage
unconscious. return at the rate of 1 point per day (or double that if the
character gets complete bed rest) to each damaged ability,
Staggered: A character whose non-lethal damage exactly and the spells lesser restoration and restoration offset ability
equals his current hit points is staggered. A staggered damage as well. Ability drain, however, is permanent,
character may take a single move action or standard action though restoration can restore even those lost ability score
each round but not both, nor can he take full-round points.
actions. A character whose current hit points exceed

212
141.157.188.166
While any loss is debilitating, losing all points in an ability  Deafening attacks thwart blindsight if it relies on
score can be devastating. hearing.
 Blindsight works underwater but not in a
 Strength 0 means that the character cannot move vacuum.
at all. He lies helpless on the ground.  Blindsight negates displacement and blur effects.
 Dexterity 0 means that the character cannot move
at all. He stands motionless, rigid, and helpless. Blindsense: Other creatures have blindsense, a lesser

WORLD OF ADVENTURE
 Constitution 0 means that the character is dead. ability that lets the creature notice things it cannot see
 Intelligence 0 means that the character cannot but without the precision of blindsight. The creature
think and is unconscious in a coma-like stupor, with blindsense usually does not need to make Spot or
helpless. Listen checks to notice and locate creatures within range
 Wisdom 0 means that the character is withdrawn of its blindsense ability, provided that it has line of effect
into a deep sleep filled with nightmares, helpless. to that creature. Any opponent the creature cannot see
 Charisma 0 means that the character is withdrawn has total concealment (50% miss chance) against the
into a catatonic, coma-like stupor, helpless. creature with blindsense and the blindsensing creature
still has the normal miss chance when attacking foes that
Keeping track of negative ability score points is never have concealment. Visibility still affects the movement of
necessary. A character’s ability score cannot drop below a creature with blindsense. A creature with blindsense is
0. Having a score of 0 in an ability score is different from still denied its Dexterity bonus to DV against attacks from
having no ability score whatsoever. creatures it cannot see.

Some rituals or abilities impose an effective ability Breath Weapon


score reduction, which is different from ability score A creature attacking with a breath weapon is actually
loss. Any such reduction disappears at the end of the expelling something from its mouth, rather than
effect or ability’s duration, upon which the ability score conjuring it by means of a spell or some other magical
immediately returns to its former value. effect. Most creatures with breath weapons are limited to
a number of uses per day or by a minimum length of time
If a character’s Constitution score drops, then he loses that must pass between uses. Such creatures are usually
1 hit point per Hit Die for every point by which his smart enough to save their breath weapons until they
Constitution modifier drops. A hit point score cannot be really need them.
reduced by Constitution damage or drain to less than 1 hit
point per Hit Die.  Using a breath weapon is typically a standard
action.
The ability that some creatures have to drain ability scores  No attack roll is necessary. The breath simply fills
is a supernatural one, requiring some sort of attack. Such its stated area.
creatures do not drain abilities from enemies when the  Any character caught in the area must make the
enemies strike them, even with unarmed attacks or natural appropriate saving throw or suffer the breath
weapons. weapon’s full effect. In many cases, a character
who succeeds on his saving throw still takes half
Blindsight and Blindsense damage or some other reduced effect.
Some creatures have blindsight, the extraordinary ability  Breath weapons are supernatural abilities except
to use a non-visual sense (or a combination of such senses) where noted.
to operate effectively without vision. Such senses may  Creatures are immune to their own breath
include sensitivity to vibrations, acute sensivity to scent, weapons.
keen hearing, or echolocation ability. This ability makes  Creatures unable to breathe can still use breath
invisibility and concealment (even magical darkness) weapons. The term is something of a misnomer.
irrelevant to the creature, though it still cannot see ethereal
creatures. This ability operates out to a range specified in Charm and Compulsion
the creature description. Many abilities and particularly enticement magic can
cloud the minds of characters and monsters, leaving them
 Blindsight never allows a creature to distinguish unable to tell friend from foe, or worse yet, deceiving
colour or visual contrast. A creature cannot read them into thinking that their former friends are now their
with blindsight. worst enemies. Two general types of enchantments affect
 Blindsight does not subject a creature to gaze characters and creatures: charms and compulsions.
attacks, even though darkvision does.
 Blinding attacks do not penalize creatures using Charming another creature gives the charming character
blindsight. the ability to befriend and suggest courses of actions to

213
141.157.188.166
his minion but the servitude is not absolute or mindless. a new saving throw to break free of the influence
Essentially, a charmed character retains free will but makes altogether.
choices according to a skewed view of the world.  A charmed character who is openly attacked
by the creature who charmed him, or by that
 A charmed creature does not gain any magical creature’s apparent allies, is automatically freed of
ability to understand his new friend’s language. the spell or effect.
 A charmed character retains his original alignment
WORLD OF ADVENTURE

and allegiances, generally with the exception that Compulsion is a different matter altogether. A compulsion
he now regards the charming creature as a dear overrides the subject’s free will in some way or simply
friend and will give great weight to his suggestions changes the way the subject’s mind works. A charm
and directions. makes the subject a friend of the caster; a compulsion
 A charmed character fights his former allies only if makes the subject obey the caster. Regardless of whether
they threaten his new friend. Even then, he uses a character is charmed or compelled, he will not volunteer
the least lethal means at his disposal as long as information or actions that his master does not explicitly
these tactics show any possibility of success, just as demand.
he would in a fight between two actual friends.
 A charmed character is entitled to an opposed Cold and Fire Immunity
Charisma check against his master in order to A creature with cold or fire immunity never takes cold
resist instructions or commands that would make or fire damage, respectively. It has vulnerability to the
him do something he would normally not do even opposed form of damage (fire or cold respectively) which
for a close friend. If he succeeds, he decides not to means it takes half as much damage again (+50%) from
go along with that order but remains charmed. that damage type, regardless of whether a saving throw
 A charmed character never obeys a command is allowed, or whether the saving throw is a success or
that is obviously suicidal or grievously harmful to failure.
him.
 If the charming creature commands his minion to
do something that the influenced character would Damage Reduction
be violently opposed to, the subject may attempt Some magic creatures have the supernatural ability to
instantly heal damage from weapons or to ignore blows
altogether as though they were invulnerable.

The numerical part of a creature’s damage reduction is


the amount of hit points the creature ignores from
normal attacks. Usually, a certain type of weapon
can overcome this reduction. This information is
separated from the damage reduction number by
a slash. Special materials may overcome damage
reduction, as may magic weapons (defined as any
weapon with a +1 or higher enhancement bonus,
not counting the enhancement from mastercraft
quality), certain types of weapons (such as
slashing or bludgeoning) and weapons imbued
with an allegiance. If a dash follows the slash
then the damage reduction is effective
against any attack that does not ignore
damage reduction.

Ammunition fired from a projectile weapon


with an enhancement bonus of +1 or higher
is treated as a magic weapon for the purpose
of overcoming damage reduction. Similarly,
ammunition fired from a projectile weapon
with an allegiance gains the allegiance of that
projectile weapon in addition to any allegiance
it may already have.

Whenever damage reduction completely


negates the damage from an attack, it also
negates most special effects that accompany the
attack, such as ‘injury type’ poison, or disease.
214
141.157.188.166
Damage reduction does not negate touch attacks, energy  –1 on all skill checks and ability checks, including
damage dealt along with an attack or energy drains, nor Ritual and Psychic Control checks.
does it affect poisons or diseases delivered by inhalation,  –1 on attack rolls and saving throws.
ingestion, or contact.  –5 hit points.
 –1 effective level. Whenever the creature’s level is
Attacks that deal no damage because of the target’s damage used in a die roll or calculation, reduce it by one
reduction do not disrupt a character’s concentration upon for each negative level.

WORLD OF ADVENTURE
magic and psychic powers. Rituals, occult abilities and
energy attacks (even non-magical fire) ignore damage Negative levels remain for 24 hours or until removed with
reduction. an invocation ritual. After 24 hours, the afflicted creature
must attempt a Fortitude saving throw, with a DC of 10 +
Sometimes damage reduction is instant healing; in other half attacker’s HD + attacker’s Charisma modifier. If the
cases damage reduction represents the creature’s tough saving throw succeeds, the negative level goes away with
hide or body. In either case, characters can clearly see no harm to the creature. The afflicted creature makes a
that conventional attacks do not work. If a creature has separate saving throw for each negative level it has gained.
damage reduction from more than one source, then the If the save fails, the negative level goes away but the
two forms of damage reduction do not stack. Instead, the creature’s level also drops by one.
creature gets the benefit of the best damage reduction in
a given situation. A character with negative levels at least equal to his
current level, or drained below 1st level, is instantly slain.
Armour provides damage reduction to its wearer, with Depending on the creature that killed him, he may rise
all the effects it has when it blocks an attack completely. the next night as a monster of that kind. A creature gains
Like other types of damage reduction, the DR granted 5 temporary hit points for each negative level it bestows,
by armour does not stack with any natural armour that though not if the negative level is caused by a magic ritual
creatures or characters may have. Constructs are an effect.
exception if they weld the armour to their artificial bodies,
as it provides an extra layer of armour plating to the one Etherealness
they already have. Certain creatures can exist on the Ethereal Plane. While
on the Ethereal Plane, a creature is called ethereal. Unlike
Darkvision incorporeal creatures, ethereal creatures are not present
Darkvision is the extraordinary ability to see with no light on the Material Plane. Ethereal creatures are invisible,
source at all, out to a range specified for the creature. inaudible, insubstantial, and scentless to creatures on
Darkvision is black and white only. Colours cannot be the Material Plane. Even most magical attacks have no
discerned. It does not allow characters to see anything effect on them. Some divination rituals reveal ethereal
that they could not see otherwise. Invisible objects are creatures.
still invisible and illusions are still visible as what they
seem to be. Likewise, darkvision subjects a creature to An ethereal creature can see and hear into the Material
gaze attacks normally. The presence of light does not spoil Plane in a 60-foot radius, though material objects still
darkvision. block sight and sound; an ethereal creature cannot see
through a material wall, for instance. An ethereal creature
Disease and Poison inside an object on the Material Plane cannot see. Things
on the Material Plane, however, look grey, indistinct, and
The natural attacks of some creatures (and attacks by
ghostly. An ethereal creature cannot affect the Material
some especially unscrupulous cads) are infected with
Plane, not even magically. An ethereal creature, however,
disease or laced with poison. A character injured by such
interacts with other ethereal creatures and objects the way
attack must make an immediate Fortitude saving throw in
material creatures interact with material creatures and
addition to taking the attack’s damage. The Adventuring
objects. Even if a creature on the Material Plane can see
section discusses disease and poison with more detail.
an ethereal creature the ethereal creature is on another
plane. Only invocation effects with the Force descriptor
Energy Drain and Negative Levels can affect the ethereal creatures. If, on the other hand,
Some horrible creatures, especially undead monsters, both creatures are ethereal, they can affect each other
possess a fearsome supernatural ability to drain levels normally.
from those they strike in combat. The creature making an
energy drain attack draws a portion of its victim’s life force A force effect originating on the Material Plane extends
from him. Most energy drain attacks require a successful onto the Ethereal Plane, so that a wall of invoked force
melee attack roll. Mere physical contact is not enough. blocks an ethereal creature, and a magical missile made
Each successful energy drain attack bestows one or more from force can strike one, provided the spellcaster can
negative levels on the opponent. A creature takes the see the ethereal target. Gaze effects and protection magic
following penalties for each negative level it has gained. effects also extend from the Material Plane to the Ethereal
215
141.157.188.166
Plane. None of these effects extend from the Ethereal
Plane to the Material Plane.
Gaseous Form
Some creatures have the supernatural or occult ability to
take the form of a cloud of vapour or gas. Creatures in
Ethereal creatures move in any direction (including up or
gaseous form cannot run but can fly. A gaseous creature
down) at will. They do not need to walk on the ground
can move about and do the things that a cloud of gas can
and material objects do not block them, though they
conceivably do, such as flow through the crack under
cannot see while their eyes are within solid material.
a door. It cannot, however, pass through solid matter
WORLD OF ADVENTURE

nor enter water or other liquid, as it is not ethereal or


Non-Player Character ghosts have a power called
incorporeal. Winds or other forms of moving air affect it
manifestation that allows them to appear on the Material
to the extent that the wind pushes it in the direction the
Plane as incorporeal creatures. Still, they abide on the
wind is moving. However, even the strongest wind cannot
Ethereal Plane and another ethereal creature can interact
disperse or damage a creature in gaseous form.
normally with a manifesting ghost. Ethereal creatures
pass through and operate in water as easily as air. Ethereal
Gaseous creatures cannot attack physically or activate
creatures do not fall or take falling damage.
conduits; they lose their supernatural abilities, except
for the supernatural ability to assume gaseous form, of
Fast Healing course. Creatures in gaseous form have damage reduction
A creature with fast healing has the extraordinary ability 10/magic. Magic effects, occult abilities, and supernatural
to regain hit points at an exceptional rate. Except for what abilities affect them normally. Creatures in gaseous form
is noted here, fast healing is like natural healing. lose all benefit of material armour, including natural
armour, though size, Dexterity and deflection bonuses still
At the beginning of each of the creature’s turns, it heals a apply. Discerning a creature in gaseous form from natural
certain number of hit points, defined in its description. mist requires a DC 15 Spot check. Creatures in gaseous
Unlike regeneration, fast healing does not allow a creature form attempting to hide in an area with mist, smoke, or
to regrow or reattach lost body parts. A creature that other gas gain a +20 bonus. Gaseous creatures do not need
has taken both non-lethal and lethal damage heals the to breathe and are immune to attacks involving breathing,
non-lethal damage first. Fast healing does not restore such as poison gas and similar effects.
hit points lost from starvation, thirst, or suffocation, nor
does it increase the number of hit points regained when a
creature polymorphs.
Incorporeality
Spectres, wraiths, and a few other creatures lack
physical bodies. Such creatures
Fear are insubstantial and cannot
Magic effects, magic items, and certain be touched by non-magical
monsters can affect characters with matter or energy. Likewise,
fear. In most cases, the character they cannot manipulate
makes a Will saving throw to resist or exert physical force
this effect and a failed roll means on objects. However,
that the character is shaken, incorporeal beings have
frightened, or panicked. The a tangible presence that
states of fear are: shaken, sometimes seems like a
frightened, panicked and physical attack against
cowering, described in a corporeal creature.
the Conditions section
above. Incorporeal creatures
are present on the same
Becoming Even plane as the characters,
More Fearful: Fear and characters have
effects are cumulative. some chance to affect
A shaken character who them. Incorporeal
is made shaken again creatures can only
becomes frightened be harmed by other
and a shaken character incorporeal creatures,
who is made frightened by magic weapons, or by
becomes panicked instead. magic or supernatural effects.
A frightened character who They are immune to all non-magical
is made shaken or frightened attack forms. They are not burned by
becomes panicked instead. normal fires, affected by
natural cold, or harmed by

216
141.157.188.166
mundane acids. Even when struck by magic Listen Check DCs to Detect Invisible Creatures
or magic weapons, an incorporeal creature Invisible Creature is . . . DC
has a 50% chance to ignore any damage In combat or speaking 0
from a corporeal source, except for a force Moving at half speed Move Silently check result
effect or damage dealt by an etheric weapon. Moving at full speed Move Silently check result –4
Incorporeal creatures are immune to critical
Running or charging Move Silently check result –20
hits and to extra damage from being favoured
Some distance away +1 per 10 feet

WORLD OF ADVENTURE
prey and from precision attacks. The physical
Behind an obstacle (door) +5
attacks of incorporeal creatures ignore material
Behind an obstacle (stone wall) +15
armour, even magic armour, unless it is made
of force or has the etheric ability. They cannot the invisible creature’s Move Silently check result reveals
trip or grapple incorporeal creatures. its presence. A creature with no ranks in Move Silently
makes a Move Silently check as a Dexterity check to which
Incorporeal creatures move in any direction (including up an armour check penalty applies. A successful check lets a
or down) at will and do not need to walk on the ground. character hear an invisible creature ‘over there somewhere’.
They can pass through solid objects at will, although It is practically impossible to pinpoint the location of an
they cannot see when their eyes are within solid matter. invisible creature. A Listen check that beats the DC by 20
Incorporeal creatures hiding inside solid objects get a +2 pinpoints the invisible creature’s location.
circumstance bonus on Listen checks, because solid objects
carry sound well. Pinpointing an opponent from inside A creature can grope about to find an invisible creature.
a solid object uses the same rules as pinpointing invisible A character can make a touch attack with his hands or a
opponents; see Invisibility, below. Incorporeal creatures weapon into two adjacent 5-foot squares using a standard
pass through and operate in water as easily as they do in action. If an invisible target is in the designated area, there
air and cannot fall or take falling damage. Incorporeal is a 50% miss chance on the touch attack. If successful,
creatures have no weight and do not set off traps that are the groping character deals no damage but has successfully
triggered by weight; they do not leave footprints, have no pinpointed the invisible creature’s current location. If the
scent, and make no noise unless they manifest, and even invisible creature moves, its location, obviously, is once
then they only make noise intentionally. again unknown.

Invisibility If an invisible creature strikes a character, the character


The ability to move about unseen is not foolproof. struck still knows the location of the creature that struck
While they cannot be seen, invisible creatures can be him, until, of course, the invisible creature moves. The
heard, smelled, or felt. Invisibility does make a creature only exception is if the invisible creature has a reach
undetectable by vision, including darkvision. greater than 5 feet. In this case, the struck character
knows the general location of the creature but has not
Invisibility does not, by itself, make a creature immune pinpointed the exact location.
to critical hits but it does make the creature immune to
extra damage from being a hunter’s favoured prey and If a character tries to attack an invisible creature whose
from precision attacks. Invisible creatures cannot use gaze location he has pinpointed, he attacks normally, but the
attacks. invisible creature still benefits from full concealment and
thus a 50% miss chance. A particularly large and slow
A creature can generally notice the presence of an active creature might get a smaller miss chance.
invisible creature within 30 feet with a DC 20 Spot check.
The observer gains a hunch that ‘something is there’ but If a character tries to attack an invisible creature whose
cannot see it or target it accurately with an attack. A location he has not pinpointed, have the player choose
creature who is holding still is very hard to notice, raising the space where the character will direct the attack. If the
the Spot check DC to 30. An inanimate object, a non- invisible creature is there, conduct the attack normally. If
living creature holding still, or a completely immobile the enemy is not there, the Games Master rolls the miss
creature is even harder to spot, raising the Spot check DC chance as if it was there and does not let the player see the
to 40. It is practically impossible (+20 DC) to pinpoint an result, telling him that the character missed. That way the
invisible creature’s location with a Spot check, and even if player does not know whether the attack missed because
a character succeeds on such a check, the invisible creature the enemy is not there or because the Games Master
still benefits from total concealment, bestowing a 50% successfully rolled the miss chance.
miss chance upon the attacker.
If an invisible character picks up a visible object, the
A creature can use hearing to find an invisible creature. A object remains visible. One could coat an invisible object
character can make a Listen check for this purpose as a free with flour to at least keep track of its position, until the
action each round. A Listen check result at least equal to flour fell off or blew away. An invisible creature can pick
up a small visible item and hide it on his person (tucked

217
141.157.188.166
in a pocket or behind a cloak) and render it effectively
invisible. An invisible burning torch still gives off light, as
Magic Resistance
Magic resistance is the extraordinary ability to avoid
does an invisible object with a light or similar effect cast
being affected by magic ritual effects. Some rituals also
upon it.
grant magic resistance. To affect a creature that has
magic resistance, a character must make a character level
Invisible creatures leave tracks. They can be tracked
check (1d20 + caster level) at least equal to the creature’s
normally. Footprints in sand, mud, or other soft surfaces
magic resistance. The defender’s magic resistance is like a
WORLD OF ADVENTURE

can give enemies clues to an invisible creature’s location.


Defence Value against magical attacks. If the caster fails
An invisible creature in the water displaces water, revealing
the check, the ritual or conduit power does not affect the
its location; it is, however, is still hard to see and benefits
creature. The possessor does not have to do anything
from concealment.
special to use magic resistance. Indeed, he need not even
be aware of the threat for its magic resistance to operate.
A creature with the scent ability can detect an invisible
creature as it would a visible one. A creature with the
Only spells and occult abilities are subject to magic
Blind-Fight feat has a better chance to hit an invisible
resistance. Extraordinary and supernatural abilities,
creature. Roll the miss chance twice, and he misses only
including enhancement bonuses on magic weapons, are
if both rolls indicate a miss; alternatively, make one 25%
not. A creature can have some abilities that are subject to
miss chance roll rather than two 50% miss chance rolls. A
magic resistance and some that are not. Even some rituals
creature with blindsight can attack (and otherwise interact
ignore magic resistance; see When Magic Resistance
with) creatures regardless of invisibility. Invisibility does
Applies, below.
not thwart divination effects. Since some creatures can
detect or even see invisible creatures, it is helpful to be able
A creature can voluntarily lower its magic resistance.
to hide even when invisible.
Doing so is a standard action and, once a creature lowers
its resistance, it remains down until the creature’s next
Ethereal creatures are invisible. Since ethereal creatures
turn. At the beginning of the creature’s next turn, the
are not materially present, Spot checks, Listen checks,
creature’s magic resistance automatically returns unless
Scent, Blind-Fight, and blindsight do not help locate
the creature intentionally keeps it down; to do this is also
them. Incorporeal creatures are often invisible. Scent,
a standard action. A creature’s magic resistance never
Blind-Fight, and blindsight do not help creatures find or
interferes with its own powers, items, or abilities.
attack invisible, incorporeal creatures, but Spot checks and
possibly Listen checks can help.
A creature with magic resistance cannot impart this power
to others by touching them or standing in their midst.
Level Loss Only the most rare of creatures and a few magic items
A character who loses a level instantly loses one Hit Die. have the ability to bestow magic resistance upon another.
The character’s base attack bonus, base saving throw Magic resistance does not stack. It overlaps.
bonuses, and special class abilities are now reduced to
the new, lower level. Likewise, the character loses any When Magic Resistance Applies
ability score gains, skill ranks, and feats associated with In general, whether magic resistance applies or not
the level, if applicable. If the exact ability score or skill depends on what the effect does:
ranks increased from a level now lost is unknown, or
the player has forgotten what was increased, lose 1 point Targeted Effects: Magic resistance applies if the effect
from the highest ability score or ranks from the highest- is targeted at the creature. Some individually targeted
ranked skills. If a companion creature has abilities tied effects can be directed at several creatures simultaneously.
to a character who has lost a level, the creature’s abilities In such cases, a creature’s magic resistance applies only to
are adjusted to fit the character’s new level. The victim’s the portion of the effect actually targeted at that creature.
experience point total is immediately set to the midpoint If several different resistant creatures are subjected to such
of the previous level. an effect, each checks its magic resistance separately.

Low-Light Vision Area Effects: Magic resistance applies if the resistant


Characters with low-light vision have eyes that are so creature is within the effect’s area. It protects the resistant
sensitive to light that they can see twice as far as normal in creature without altering the effect itself.
dim light. Low-light vision is colour vision. A character
with low-light vision can read a scroll as long as even the Invocation Effects: Some effects summon or create
tiniest candle flame is next to him as a source of light. something and are not subject to magic resistance.
Characters with low-light vision can see outdoors on a Sometimes, however, magic resistance applies usually to
moonlit night as well as they can during the day. those that act upon a creature more or less directly.

Magic resistance can protect a creature from an effect


that is already in place. Check magic resistance when the
218
141.157.188.166
creature is first affected. Check magic resistance only once if they are targeted on a point in space instead of on a
for any particular casting of an effect or use of an occult creature. Some transformations make objects harmful, or
ability. If magic resistance fails the first time, it fails each more harmful. Even these effects are not generally subject
time the creature encounters that same instance of the to magic resistance because they affect the objects, not
effect. Likewise, if the magic resistance succeeds the first the creatures against which the objects are used. Magic
time, it always succeeds. If the creature has voluntarily resistance works against these effects only if the creature
lowered its magic resistance and is then subjected to an with magic resistance is holding the objects when the

WORLD OF ADVENTURE
effect, then the creature still has a single chance to resist characters use the effect on them.
that effect later, when its magic resistance is up.
Successful Magic Resistance
Magic resistance has no effect unless the energy created or Magic resistance prevents an effect or an occult ability
released by the effect actually goes to work on the resistant from affecting or harming the resistant creature but it
creature’s mind or body. If the effect acts on anything else never removes a magical effect from another creature or
and the creature is affected as a consequence, no roll is negates an effect on another creature. Magic resistance
required. Creatures can be harmed by an effect without prevents an effect from disrupting another magic power.
being directly targeted. Magic resistance does not apply
if an effect fools the creature’s senses or reveals something Against an ongoing effect that is already in place, a failed
about the creature. Magic actually has to be working for check against magic resistance allows the resistant creature
magic resistance to apply. Effects that have instantaneous to ignore any consequence it might have. The magic
durations but lasting results are not subject to magic continues to affect others normally.
resistance unless the resistant creature is exposed to the
effect the instant it is cast. Non-Abilities
Some creatures lack certain ability scores. These creatures
When in doubt about whether an effect is direct or do not have an ability score of 0. Instead, they lack the
indirect, consider the effect’s discipline: ability altogether. The modifier for a non-ability is +0.
Other effects of non-abilities are detailed below.
Protection: The target creature must be harmed, changed,
or restricted in some manner for magic resistance to apply.  Strength: Any creature that can physically
Perception changes are not subject to magic resistance. manipulate other objects has at least 1 point
Effects that block or negate attacks are not subject to an of Strength. A creature with no Strength score
attacker’s magic resistance; it is the protected creature that cannot exert force, usually because it has no
is affected by the effect, becoming immune or resistant to physical body or because it does not move. The
the attack. creature automatically fails Strength checks. If
the creature can attack, it applies its Dexterity
Invocation: These effects are usually not subject to magic modifier to its base attack bonus instead of a
resistance unless the effect conjures some form of energy. Strength modifier.
Effects that summon creatures or function like creatures  Dexterity: Any creature that can move has at least
are not subject to magic resistance. If an evocation effect 1 point of Dexterity. A creature with no Dexterity
deals damage to the creature, it is a direct effect. If the score cannot move. If it can perform actions, such
effect damages something else, it is an indirect effect. as casting spells, then it applies its Intelligence
modifier to initiative checks instead of a Dexterity
Divination: These effects do not affect creatures directly modifier. The creature automatically fails Reflex
and are not subject to magic resistance, even though what saving throws and Dexterity checks.
they reveal about a creature might be very damaging.  Constitution: Any living creature has at least
1 point of Constitution. A creature with no
Enticement: Since enticement effects affect creatures’ Constitution has no body or no metabolism. It
minds, they are typically subject to magic resistance. is immune to any effect that requires a Fortitude
Illusions, however, are almost never subject to magic saving throw unless the effect works on objects
resistance. Illusions that entail a direct attack are or is harmless. The creature is also immune to
exceptions. ability damage, ability drain and energy drain
and automatically fails Constitution checks. A
Necromancy: Most of these effects alter the target creature with no Constitution cannot tire and
creature’s life force and are subject to magic resistance. thus can run indefinitely without tiring, unless
Unusual necromancy effects that do not affect other the creature’s description says it cannot run.
creatures directly are not subject to magic resistance.  Intelligence: Any creature that can think, learn,
or remember has at least 1 point of Intelligence.
Transformation: These effects are subject to magic A creature with no Intelligence score is mindless,
resistance if they transform the target creature. an automaton operating on simple instincts or
Transmutation effects are not subject to magic resistance

219
141.157.188.166
programmed instructions. It has immunity to cause instant death only threaten the creature with death if
mind-affecting effects (charms, compulsions, they are delivered by weapons that deal it lethal damage.
phantasms, patterns, and morale effects) and
automatically fails Intelligence checks. Mindless Resistance to Energy
creatures do not gain feats or skills, although they A creature with resistance to energy has the ability (usually
may have bonus feats or racial skill bonuses. extraordinary) to ignore some damage of a certain type
 Wisdom: Any creature that can perceive its each round, but it does not have total immunity. Each
WORLD OF ADVENTURE

environment in any fashion has at least 1 point resistance ability is defined by what energy type it resists
of Wisdom. Anything with no Wisdom score and how many points of damage are resisted. It does not
is an object, not a creature. Anything without a matter whether the damage has a mundane or magical
Wisdom score also has no Charisma score. source. When resistance completely negates the damage
 Charisma: Any creature capable of telling the from an energy attack, the attack does not disrupt a magic
difference between itself and things that are not effect. This resistance does not stack with the resistance
itself has at least 1 point of Charisma. Anything that a magic effect might provide.
with no Charisma score is an object, not a
creature. Anything without a Charisma score also
has no Wisdom score. Scent
This extraordinary ability lets a creature detect
approaching enemies, sniff out hidden foes, and track
Rays by sense of smell. A creature with the scent ability can
All ray attacks require the attacker to make a successful detect opponents by sense of smell, generally within 30
ranged touch attack against the target. Rays have varying feet. If the opponent is upwind, the range is 60 feet. If
ranges, which are simple maximums. A ray’s attack roll it is downwind, the range is 15 feet. Strong scents, such
never takes a range penalty. Even if a ray hits, it usually as smoke or rotting garbage, can be detected at twice the
allows the target to make a saving
throw, which is either Fortitude or
Will. Rays never allow a Reflex
saving throw, though if a character’s
Dexterity and class bonus to DV are
high, it might be hard to hit him
with the ray in the first place.

Regeneration
Creatures with this extraordinary
ability recover from wounds quickly
and can even regrow or reattach
severed body parts. Damage dealt
to the creature is treated as non-
lethal damage and the creature
automatically cures itself of non-
lethal damage at a fixed rate.

Certain attack forms, typically


fire and acid, deal damage to the
creature normally; that sort of
damage does not convert to non-
lethal damage and so does not go
away. The creature’s description
includes the details. Creatures
with regeneration can regrow lost
portions of their bodies and can
reattach severed limbs or body
parts. Severed parts die if they are
not reattached.

Regeneration does not restore hit


points lost from starvation, thirst,
or suffocation. Attack forms that
do not deal hit point damage ignore
regeneration, and those that can
220
141.157.188.166
ranges noted above. Overpowering scents, such as skunk encounter, surviving an action sequence or role-playing
musk, can be detected at three times these ranges. The one’s way out of a social encounter. Of course, a situation
creature detects another creature’s presence but not its is not always as clear-cut; characters might turn a perfect
specific location. Noting the direction of the scent is negotiation with a band of cutthroats into combat,
a move action. If it moves within 5 feet of the scent’s achieving the goal through different means.
source, the creature can pinpoint that source.
Characters receive experience points for overcoming the

WORLD OF ADVENTURE
A creature with the Track feat and the scent ability can obstacles that come between them and the final goal of the
follow tracks by smell, making a Wisdom check to find adventure. The Games Master must design encounters
or follow a track. The typical DC for a fresh trail is 10. that match the characters’ levels, which might be difficult
The DC increases or decreases depending on how strong at first but becomes easier as he has time to learn how
the quarry’s odour is, the number of creatures and the age the players handle their characters and which powers and
of the trail. For each hour that the trail is cold, the DC abilities they acquire. Experience awards are not set in
increases by 2. The ability otherwise follows the rules for stone; the Games Master may increase or decrease the
the Track feat. Creatures tracking by scent ignore the amount he gives depending on how hard or easy of a time
effects of surface conditions and poor visibility. Water, the characters had when beating the encounters.
particularly running water, ruins a trail for air-breathing
creatures. Water-breathing creatures that have the scent Determining Encounter Levels
ability, however, can use it in the water easily. As described before, the EL of an encounter indicates how
challenging it is. The steps for determining the EL of an
Creatures with the scent ability can identify familiar encounter are:
odours just as humans do familiar sights. False, powerful
odours can easily mask other scents. The presence of such Determine Individual Challenge Ratings: When an
an odour completely spoils the ability to properly detect encounter has more than one challenge, whether more
or identify creatures and the base Survival DC to track than one opponent or a mix between opponents and
becomes 20 rather than 10. dangers, determine all the individual CRs. Creatures have
their CR listed in their descriptions, while characters’ CR
Turn Resistance is the same as their character level. Ordinary characters
Some creatures (usually undead) are less easily affected have a CR equal to their level minus 1. Other types of
by the turning ability of ecclesiasts. This phenomenon hazards have their CR based on the difficulty of the skill
is called turn resistance and is an extraordinary ability. checks involved, although not all skill checks should be
When resolving a turn, rebuke, command or bolster considered part of a challenge.
attempt, add the appropriate bonus to the creature’s Hit
Dice total. Check DC CR
Less than 15 0

Experience and Other Rewards 15-19


20-24
1
2
Experience is the measure of how a character learns about
25-29 3
himself and the world around him; it represents his
growing ability to survive and to explore his skills, talents 30-34 4
and powers. 35-39 5
40+ 6
Experience is measured in experience points (XP), which
characters gain by beating the challenges that they come Calculate an Overall Challenge Rating: The total
across. CR of an encounter can be calculated depending on
circumstances.

Awarding Experience Points If all have the same CR: Modify the encounter’s CR by the
The Games Master awards experience points to all amount of obstacles. 2 obstacles increases the CR by +2,
characters at the end of each adventure. This represents 3 obstacles by +3 and so on.
how characters learn from what happens to them and
the time they take to train and improve themselves. If the Obstacles Have a Different CR: Average the CR of
The amount of XP awarded is based on the obstacles all the obstacles and then add a modifier as above. For
encountered and overcome in an encounter and the example, characters are facing a monster with CR 8 and
average level of a group of characters. its CR 4 handler in a situation worth CR 6. The average
CR is 6 and, since there are three obstacles, it is modified
Encounter Goals by +3 for a final CR 9.
As detailed in the earlier sections of this chapter,
encounters come in different flavours and are overcome Consider the Encounter’s Threat Level: An encounter
in different ways, whether defeating a foe in a combat with a CR 11 enemy might not be so dangerous if the
221
141.157.188.166
characters are not expected to defeat it in combat, nor inspired tactics by the Games Master’s characters or even
a social encounter with an influential personage so extremely bad luck with the dice.
threatening if answering the character’s questions is in
her best interest. For high threat encounters use the same After determining the Encounter Level, the Games Master
calculated CR, but for encounters that pose low or no looks it up in the Experience Awards table then matches
threat, the actual CR is one half or one quarter the total it with the row that defines the average party level, which
WORLD OF ADVENTURE

CR. is the average of the character levels of all characters in


the group. After the amount is found, divide it equally
Considering Encounter Circumstances: The Games amongst all characters whose levels were considered in the
Master adjusts the EL depending on how complicated or party average. For example, the party consists of a 7th
easy the encounter was to play out, which is completely level adventurer, an 8th level occultist, a 6th level socialite
under the Games Master’s judgement. An encounter can and a 6th level genius (average party level 6th) and they
be complicated by circumstances that neither the Games defeat an EL 7 encounter. The group earns 2,500 XP,
Master nor the players expected, which may range from which means that each character earns 625 XP for that
encounter.
Experience Awards
Party Encounter Level
Level 1 2 3 4 5 6 7 8 9 10
1st-3rd 450 650 900 1,275 1,800 2,550 3,600 5,100 7,200 10,200
4th 425 600 850 1,200 1,700 2,400 3,400 4,800 6,800 9,600
5th 375 525 750 1,050 1,500 2,100 3,000 4,200 6,000 8,400
6th 325 450 625 900 1,250 1,800 2,500 3,600 5,00 7,200
7th 275 375 525 750 1,050 1,500 2,100 3,000 4,200 6,000
8th 225 300 425 600 850 1,200 1,700 2,400 3,400 4,800
9th – 250 350 475 675 950 1,350 1,900 2,700 3,800
10th – – 275 375 525 750 1,050 1,500 2,100 3,000
11th – – – 300 425 600 825 1,175 1,650 2,350
12th – – – – 325 450 650 900 1,275 1,800
13th – – – – – 350 500 700 975 1,375
14th – – – – – – 375 525 750 1,050
15th – – – – – – – 400 550 800
16th – – – – – – – – 425 600
17th – – – – – – – – – 450
18th – – – – – – – – – –
19th – – – – – – – – – –
20th – – – – – – – – –
Party Encounter Level
Level 11 12 13 14 15 16 17 18 19 20
1st-3rd – – – – – – – – – –
4th 13,600 – – – – – – – – –
5th 12,000 16,800 – – – – – – – –
6th 10,000 14,400 20,000 – – – – – – –
7th 8,400 12,000 16,800 24,000 – – – – – –
8th 6,800 9,600 13,600 19,200 27,200 – – – – –
9th 5,400 7,600 10,800 15,200 21,600 30,400 – – – –
10th 4,200 6,000 8,400 12,000 16,800 24,000 33.600 – – –
11th 3,300 4,700 6,600 9,400 13,200 18,800 26,400 37,600 – –
12th 2,550 3,600 5,100 7,200 10,200 14,400 20,400 28,800 40.800 –
13th 1,950 2,750 3,900 5,500 7,800 11,000 15,600 22,000 31,200 44,000
14th 1,500 2,100 3,000 4,200 6,000 8,400 12,000 16,800 24,000 33,600
15th 1,125 1,600 2,250 3,200 4,500 6,400 9,00 12,800 18,000 25,600
16th 850 1,200 1,700 2,400 3,400 4,800 6,800 9,600 13,600 19,200
17th 650 900 1,275 1,800 2,550 3,600 5,100 7,200 10,200 14,400
18th 475 675 950 1,350 1,900 2,700 3,800 5,400 7,600 10,800
19th – 500 700 1,000 1,425 2,000 2,850 4,000 5,700 8,000
20th – – 525 750 1,050 1,500 2,100 3,000 4,200 6,000

222
141.157.188.166
the power
of steam
t
here is a nascent power in the world; it threatens The different Knowledge skills yield information about

POWER OF STEAM
to shake its foundations and displace the old a field of science or area of understanding. In OGL
order of magic and belief. The name of this Steampunk the traditional forms of learning still share
power is science and with it comes its belligerent child, space with the new scientific drive to explore the darkest
technology. Unable to work magic as naturally as elves corner of everything. As educated study clashes with
nor command the power of the etheric realms like the traditional hearth’s lore on one side and with ancient
undead, mortals turned to that which they knew best: magical traditions on the other, characters must decide the
the art of building. With their drive to build came their truths they are willing to accept. As magic fades from the
drive to explore and when both impulses became focused world, the power of life itself begins to be denied under
on a quest for understanding, science began to progress, the auspices of science. Discovery is negating reality in a
granting mortals the tools that they lacked for knowing fundamental way.
and shaping their world. Science and technology are not
the exclusive domains of humans but they are certainly the Industry and Engineering
most apt and focused race to undertake the rigours of the Related Skills: Knowledge (architecture and engineering),
scientific mindset. Gnomes might argue this point, but Craft (mechanical), Craft (structural)
they are usually too busy researching new technologies to The most important advance in the steampunk world was
bother with debate. the automation of tasks using a reliable power source. The
first application of this was in the textile industry, where
As the world of science competes with the world of magic, a simple steam engine powered a monstrous weaving
both disciplines of knowledge begin to exchange notes on machine that did the work of a dozen weavers in a fraction
their findings, sometimes enhancing each other’s results, of the time.
sometimes clashing violently until one literally crushes the
other. Unfortunately, it would seem that science has the Industrial production is still in its infancy but the
bigger, heavier, iron-shod boot. With magic dwindling various artisan guilds are beginning to see its dangers,
and science dominating more and more of the world, losing journeymen and apprentices to crafts more
steam is becoming more powerful, more destructive and suited to machinery than ‘lesser’ crafts like pottery and
more accessible to the masses than spells could ever be. leatherworking, while craftsmen are being driven out of
business and joining the increasing number of factory
This chapter explores how science and technology are workers. Most handcrafts remain of better quality than
changing the world of OGL Steampunk, detailing the machine-made crafts but it is only a matter of time before
discoveries and advances that are shaping the people’s inventors create a better machine that delivers a product of
thoughts, as well as providing rules to create amazing equal quality, with ten times the reliability and a hundred
inventions, some of which cross the line between times the volume.
technology and magic.
The craftsmen who are knee-deep in the fiercest
Principles of Science competition are metalsmiths. On one side, new
Once humans began taking a long hard look at their techniques for alloying steel have given them access to
surroundings, they began to truly discover how everything cheaper and stronger material with which to work, not to
worked. Where explanations used to come from religion mention access to stranger fare such as arcanium, etheric
and dogma, scholars and students began to crack the iron and stellar iron. On the other side, the practice of
secrets of nature not from the point of view of faith, nor pouring large quantities of molten metal into moulds is
even that of arcane magic, but from the vantage point eliminating the need for metalsmiths to produce the larger
of knowledge, observation and practice. With each pieces of machines, cutting craftsmen off from this very
new theory proven correct, science moves another step profitable activity. Skilled smiths still manufacture the
forward and it does not take long for technology to make best hand-to-hand weapons and have the know-how to
use of each new discovery, prompting the finding of new make a firearm from scratch, although most of them buy
phenomena for the new scientists to unravel. With such pre-manufactured parts from specialised smiths, or buy
unstoppable progress, the days of magic would appear to the moulds at a very high price in order to produce their
be doomed, as lightning not only answers to the summons own with a higher degree of reliability, simply filing off
of a magician but also can now be trapped in a simple any imperfection rather than shaping the parts from the
rotating coil of copper wire. raw material.

223
141.157.188.166
By the time they reached the access tunnel leading up into what they presumed was the factory, they were all more
than ready to leave the water behind them. It was not only some of the most acrid, rancid fluid they had ever been
exposed to, it was also beginning to dissolve their clothing and burning their exposed skin. Gearbolt’s waterproofing
had suffered a severe ‘field test’ in his own words and would need major repairs before he could ever be immersed
again. As it was, he was leaking power and would have to recharge for quite some time once this mission was
completed.

They dragged themselves up to the nearest dry landing, knocking aside a thick layer of dried lichen and mud that
was decades old. Together, Thurdin and Jerrek pulled Gearbolt up out of the mire below them and dragged him up
POWER OF STEAM

onto dry stone.

‘Can you get him up and running again?’ Jerrek asked the dwarf.

By way of reply, Thurdin just started going over the cog’s slime covered chassis with a derisive growl. ‘I think so, but
I doubt he’ll be at full repair. That was an ugly trip and the acids in the water affected his power source. Those little
shocks we were suffering came from his battery.’ The dwarf sat down next to the motionless metal man and pulled
the bolts holding its chest plate on. ‘I could use a full workshop and about a forge’s worth of spare parts.’

Jerrek shook his head. ‘You’ve got whatever’s on your belt and the parts in this bag. Make do.’ He stepped back out
of the dim light his engineer would need to work by. ‘Gail, get over here and make yourself useful.’

The ghost of his best friend floated up and looked at him quizzically. ‘Jer, I can’t touch anything for more than a few
seconds. How exactly am I supposed to help?’ Jerrek just pointed down to where Thurdin was working on Gearbolt,
now much easier to see because of Gailion’s spectral radiance.

‘I don’t believe this. I’ve gone from night fighter to night light.’ The woe in his ethereal voice was unsettling, but
Jerrek could not help but chuckle.

It was the only thing funny about this whole situation. They were all chemically burned and exhausted, with no food
and the majority of the orcs’ military forces likely a few dozen yards above their heads. The situation was looking
bleak but they were almost done. With the end of their mission in sight, Jerrek desperately tried to figure out how
they could blow the greenskins’ factory and live to tell about it. The moment they came up out of the sewers, any
sentry with two eyes in the complex would notice them. Their only chance was to somehow get out of here without
beingseen but he could not see how that was possible.

Looking over at Gailion suddenly gave him an idea. What he really needed was to know what was up there past
the plate steel portal leading into the factory catacombs. None of them could physically open the trapdoor without
setting off whatever alarm was attached to it but Gail would be able to take a look without needing an opening. It
was a still a risk; if his head was seen ‘ghosting’ up out of the floor, they would all be in a world of hurt.

Watching Heshia bandage her burns and Thurdin shake his head grimly while he tried to get Gearbolt functional,
Jerrek knew it was a chance they would just have to take.

of theories and inventions demonstrated that mundane


Cheap production of large quantities of steel and iron has science could do so as well and much more reliably to
had two major effects on the world: it enables humans to boot.
build larger and stronger structures (either static buildings
or moving vehicles) and it is contributing to driving the Budding industrialists are still not sure about what to
Faerie away. make of the new power to trap and generate electricity,
so it sees use mostly by lone inventors wanting to take a
Bottled Lightning novel approach to their latest work, or by scientists testing
Related Skills: Knowledge (physical sciences), Craft new theories.
(mechanical), Craft (chemical)
Electricity has always mystified both mortals and The accepted facts about electricity and related
supernatural creatures alike. Only magic was capable phenomena are:
of manipulating the power of electricity until a couple

224
141.157.188.166
 Electricity can travel through proper conductors. scientific study and great advances resulted from this
 Electromagnetic fields are produced by electricity, attention. There are more lay healers practicing mundane
and can produce electricity in return. medicine than occultist faith workers invoking the power
 Chemical exchanges (batteries) can store electrical of life to mend injuries and scare off disease.
energy.
 Light and radio are electromagnetic phenomena With the evolution of alchemy towards chemistry, science
whose waves travel through aether just as sound took a sidestep towards pharmaceutics, the creation of
travels through air. medicine. With a clearer understanding of how human
and animal organisms work, medics are better able to

POWER OF STEAM
The Composition of the World repair damage or heal unnatural conditions.
Related Skills: Knowledge (earth and life sciences), Craft
(chemical), Craft (pharmaceutical) Many scientists know of the existence of miniature
There are two warring schools of thought regarding the organisms like viruses and bacteria that cause many
way the world is composed. The classical magic school ailments and they can target them more precisely through
espoused by occultists and some philosophers states that chemical remedies or even through magic, removing the
everything in the world is composed of an interaction offending organism from itshost and thus bringing about
between four elements: air, earth, fire and water. The health.
scientific school maintains that there are hundreds of
elements and energies interacting, each with its own A much debated theory also states that all living things are
characteristics and abilities. The occultists scoff at the powered by a subtle energy, a life force, which separates
needless complexity of the scientists’ worldview and vice a prancing deer from deer stew and a healthy man
versa. The worst of it is that both camps seem somehow from a corpse… even a walking corpse. The life force
to be right, as magic rituals continue to work and scientific grows stronger in great individuals, suffusing them with
research continues to progress. personal power and better health. The force is sometimes
given peculiar names, such as ‘vril’ or ‘ov’. Attempts to
Unprejudiced researchers have reached a certain level of manipulate life force without magic have thus far met with
agreement between both schools. They understand that, failure, evading the attempts of scientists and inventors to
by analysing the minute structures of matter and energy, fully grasp it; even their best attempts result in mockeries
they can create more efficient substances, learn to make of life, constructs made of flesh and bones but having
better remedies and pave the way for others to find new none of the properties of a living, breathing organism.
applications of their discoveries, but at the same time they The putative opposite of a life force, namely a death force,
comprehend the subtle sympathetic relationships that is assumed to move the undead and explains why their
some substances and processes have to the four classical powers are so inimical to the health of the living. This has
elements. They understand the reactions of acid upon proven to be even more resilient and stable than the life
other matter on the basis that it has some relationship with force but just as elusive to harness by scientific tools.
the element of fire, because of its burning properties.
The Origin of Man (and Others)
Related Skills: Knowledge (earth and life sciences), Knowledge
A novel theory espouses that neither matter nor energy
(philosophy and theology), Knowledge (the otherworlds)
are created nor destroyed, but merely transform from one
Many insist that science is on a mad quest to explain
state to another. Scientists and inventors have benefited
everything away. This conception is not too far from
from this theory just as much as magicians and psychics,
the truth. Just as the workings of the human body were
all of whom have applied it to their trades in different
unravelled by educated medicine, many questions arose
ways. Scientists are better able to track the properties of
about the creation myths of religions and legends and
substances and energies, inventors refine the materials
science began to give very uncomfortable answers.
and reactions that move their creations, magicians have
a better grasp on invocation techniques, and psychics
According to science, the world was not created by the
experiment with their notions for ectoplasm and animal
gods, the Faerie may be related to humans, and dragons
magnetism.
and other monsters may simply be the result of strange
evolutionary phenomena, not of magic or the will of a
Health and Sanitation divine being. There is mounting evidence against the
Related Skills: Knowledge (earth and life sciences), Craft case of religious leaders and the discovery of lost lands
(pharmaceutical), Treat Injury where prehistoric creatures still exist keeps supporting the
Disease has always been the bane of large human arguments of evolutionary theorists. Most faeries find the
populations and one of humanity’s main resentments in notion of being related to humans and animals to be little
its relationships with other races, particularly the undead, short of revolting, as they claim to have originated from
who often are carriers of disease but never suffer it, and the trees, rivers and mountains.
Faerie, who never seem to fall sick even when the humans
do. Having been the concern of religious organisations Scientific experimentation, rather than mere observation,
for many centuries, health eventually became a topic of has produced extraordinary results in the hybridisation
225
141.157.188.166
of species. The human-animal hybrids proved that there basic behaviour of sentient beings, as well as alterations
was some shared origin between humanity and the beasts to this behaviour due to mental disease or supernatural
of the land and their ability to function as members of interference. Through long conversations to unravel the
society opened new doors in the way that life was believed opinions and attitudes of a person, an alienist can gain
to operate. secrets about his personality and motives. Sufficient
observations performed over time can establish patterns
Intrigued by the findings of scientists and long experienced to understand the general workings of an entire people’s
in the creation of chimeras, magicians added their own way of thinking.
ideas to the theories of shared parentage, quoting the
POWER OF STEAM

Laws of Magic, particularly the Law of Sympathy (see The An independent discipline of understanding the mind,
Occult chapter) to prove that a connection does indeed or at least exploiting its potential is mesmerism and
exist between all the living species of the world, adding mentalism, a bridge between natural and occult sciences.
that such connections could be used to augment magical For ages, mesmerism affirmed that creatures had a certain
rituals. Serious scientists prefer to ignore this, although magnetism that influenced others and was influenced
they often use magical theory as a stepping stone towards in return. While any proof that personal magnetism
figuring out more mundane explanations. is related to electrical magnetism remains indefinable,
psychics have certainly benefited from scientific theories
The Mysteries of the Mind to explain the interactions of their minds with the Ethereal
Related Skills: Knowledge (behavioural sciences), Sense and Astral Planes.
Motive, Psychic Control
While the body’s material existence provides easy grounds The Universe
for research and experimentation, the domains of the mind Related Skills: Knowledge (physical sciences), Knowledge (the
are much more mysterious and even more fascinating for otherworlds)
their obscurity. Understanding matters of the mind Not finished yet with exploring the horizons of their
employs observation and little active experimentation, world, people are already probing its borders to find what
although less scrupulous researchers have been known to lies beyond. With inquisitive minds, astronomers watch
literally crack skulls open to dig around their interior. the sky and come up with ideas on why the stars move like
they do. Long demonstrated is the fact that it is the planet
Alienism is a new science that attempts to understand the that travels around the sun and not the other way around.
People are aware that their
world is merely an island in
a much vaster sea full of other
islands. The urge to explore
is taking hold and prompting
many to set sail.

This extraplanetary sea is


made of aether, an incredibly
subtle substance that vibrates
as light travels through it
and therefore also responds
to other electromagnetic
phenomena, although
inventors have not yet found
quite the right frequencies
to use. A subtler form of
aether can be found in such
a different state that it was
dubbed a Plane of Existence.
This, to be precise, is the
Ethereal Plane, which ghosts
inhabit as reflections of their
former living shells and where
magic acts upon the emotions
and bodies of living beings.
As scientists understand it,
the Ethereal Plane is not a
place to be travelled to but a
state to vibrate into. They are
226
141.157.188.166
not entirely wrong, for psychics and magicians have long ‘Aerodynamical Multi-Positioner with Aeolopowered
known about this plane and even a higher one, the Astral, Propulsion’. The name should reflect what the machine
where higher thoughts manifest. does in some way, however obscure.

The universe is growing more complex with each new Type: All amazing machines are constructs by definition
discovery. Beyond the rest of the planets, which may also and have the same special qualities. Amazing machines
be inhabited by intelligent species, there is also the matter are assigned to one of six broad categories and each
of the otherworlds, strange places connected to the world requires that any potential creator have the corresponding
by magical gates or strange dimensional phenomena. item creation feat before setting pen to paper; see the

POWER OF STEAM
These otherworlds can be accessed mostly through Feats and Traits chapter. The categories are: automata,
magic but science is not content to leave this potential of equipment, structures, personal weapons, vehicles and
adventure alone and constantly seeks ways to gain entry. artillery weapons.
Aetherships vibrate their own structure and passengers to
other dimensions; submersibles explore sunken continents Size: The machine’s size depends on the creator’s wishes
and complicated digging machines bore down to find the as much as it depends on its function. A vehicle must be
centre of the world. able to carry one or more people, while a personal weapon
cannot exceed the intended user’s size. As the creator
On the subject of other dimensions, theories vary wildly. designs his machine, he finds what the base size is for a
Some assume they are just subsets of the Ethereal Plane, machine with the functions he wishes and increases or
while some remain entirely unconvinced of their existence. decreases it with additional qualities. This list specifies
Whether they are real or figments of imagination, other whether weapons are light, one-handed or two-handed.
dimensions are becoming increasingly harder to reach with
magic as the world is cut off by the presence of science and Operation: Amazing machines are not ordinary
the dwindling power of the supernatural. Whether this equipment and require a special skill set to work. This
cutting off of the greater multiverse will have detrimental entry specifies which feat, skill or class feature is required
effects on the campaign world is anyone’s guess but to safely use the amazing machine. If a user does not
alarmists believe it will cause the planet to stagnate and have the required feat, ranks in a skill or class feature,
fall apart. Armageddon, they insist, is coming and it will he suffers a -4 competence penalty to any and all rolls
be fashioned by the hand of man himself. involved in operating the machine. If this field is missing
from the stat block or the base attribute listing, then the
machine has no particular requirement or can operate
Amazing Machines itself. Weapons will have the proficiency they require to
be wielded here.
Progress is built on the backs of dreamers and courageous
folk willing to push the boundaries of just about Hit Dice: (automata only) This field gives the creature’s
everything. In the world of OGL Steampunk, these number and type of Hit Dice, and lists any bonus hit
constant pressures of progress express themselves in the points. A parenthetical note gives the average hit points
form of technology, amazing machines that defy the rules for a creature of the indicated number of Hit Dice. A
believed to govern the world. creature’s Hit Dice total is also treated as its level for
determining how occult effects influence the creature.
Characters can join the dash of technological progress if Personal weapons and equipment do not have Hit Dice
they have the patience, resources and, overall, the spark and instead have independent hit points based on their
of genius to craft technological creations no one has ever materials.
seen before. This section presents the rules to create
such machines, using a simple point selection system to Structure Dice: (structures, vehicles and artillery only)
assemble anything that the players or Games Master can Some machines do not have hit points like ordinary
imagine. automata, personal weapons and equipment and instead
have structure points, as described in the Combat section
Machine Descriptions on pg 170. Even an amazing vehicle that looks and
The different machines that can be built are described works like a golem but is piloted by an operator uses SD
in ‘stat blocks’, a paragraph containing the information rather than HD and the die type it rolls to determine
that describes the machine’s characteristics on what it is, its structure points depends on its subtype. Even little
what it can do and what can be done to it. The different machines with one structure point are hardier than many
types of machine have different stat blocks but share some creatures, able to withstand 10 points of normal hit point
common elements; the values for these characteristics are damage. Machines of Large size and bigger have two or
described under each type. more sections that have their own structure points.

Name: This is the name of the amazing machine, DV: Like all creatures, machines have a base Defence
which can go from something as simple as ‘airship’ to Value of 10, modified normally by their size, their

227
141.157.188.166
Dexterity if they are automata, their manoeuvrability in feat or ability go into the special qualities field. Weapons
the case of vehicles and any other installed quality, such as will have an entry specifying whether they are melee or
an electrokinetic force field. ranged (projectile or thrown) in this field, as well as any
range increment.
Hardness (or Armour): All objects, including machines,
have a hardness rating. Whenever an object takes hit Damage: Any weapon in a machine’s arsenal has its
point damage, it subtracts its hardness from the damage. damage listed here. Some attacks may deal structure
Only damage in excess of its hardness is deducted from the damage, in which case it is expressed as two damage types
object’s hit points. Weapons and effects that deal structure separated by a slash, the first to indicate hit point damage
POWER OF STEAM

damage ignore the hardness rating and inflict their against creatures and the second for structure damage
damage directly. Machines of Large size and bigger have against objects. Weapons include the type of damage they
two or more sections that have their own hardness ratings. inflict (bludgeoning, piercing, slashing or structural) as
Structural targets have different hardness ratings, which well as their chances to score a critical hit and the amount
are only subtracted from hit point attacks. Automata do of damage that a critical hit deals.
not have a hardness score but they must certainly have an
armour bonus that works just as well. Armour plating can Special Features: Any effect stemming from advanced
increase the bonus to hardness or armour. science, or that emulates magic effects, feats or other
special abilities, is listed here. Such abilities are very
Manoeuvrability: (vehicles only) The manoeuvrability costly to emulate through technology and some may
score is a bonus that applies to initiative and to the Drive not be possible at all at the Games Master’s discretion.
or Pilot checks of its operator, as it represents whether Enchanting an amazing machine with a pure magic effect
the machine is agile or cumbersome. This depends requires an appropriate item creation feat and follows the
on the vehicle’s size and any installed special qualities. normal rules for creating magic items. The full list of
The manoeuvrability mode is classified as clumsy, poor, special qualities is given at the end of this chapter. Some
average, good or perfect (see the vehicle combat rules in special qualities require charges to function, in which case
pg 206) and defines how well the machine moves. For this is detailed between parentheses after the quality’s
movement modes other than flying, simply replace ‘fly’ name.
with ‘walk,’ ‘burrow’ or ‘swim.’ For maritime vessels,
‘walk’ applies to their movement on the water’s surface, Saves: Objects do not have any inherent saving throw. If
since ‘swim’ is meant for creatures and machines that can unattended, they fail automatically. If a bonus is present
dive underwater. here, it means that the machine is built in such a way
as to give its wielder, operator or crew a bonus to their
Speed: (automata and vehicles only) This is how fast own saving throws to protect their machine from harm.
the machine advances in the different movement modes. Luckily, most machines are immune to a lot of magic
This entry also specifies whether the machine is able to effects. Automata do have saving throw bonuses and roll
take the run action or not. For vehicles, this determines their saving throws like any other character or creature.
its maximum speed.
Abilities, Skills and Feats: Machines do not have any
Acc/Dec: (vehicles only) This value is found immediately inherent ability scores, skill ranks or feats but the creator
after the entry for ‘speed’ in vehicle descriptions. It may emulate them through installing a special quality.
defines by how much the vehicle may increase or decrease Automata do have all ability scores except Constitution
its speed as a moderate acceleration or deceleration. See but do not have skills or feats. Construct characters are
the vehicle combat rules on pg 191. another matter entirely, as their analytical engine brains
are sophisticated enough to learn skills and feats as normal
Turn Rate: (vehicles only) This specifies how much characters.
distance the machine covers before making a normal 45º
turn, whether horizontally or vertically. Drivers or pilots Power Source: Most machines require energy to work.
may attempt to force a sharper turn in the same distance, The power source provides this energy in the form of
eliciting a Drive/Pilot check with an increased DC. Refer charges, which are then spent by the actions the machine
to the World of Adventure chapter, pg 166. takes. If this field is missing, the machine’s operation does
not require internal energy.
Attacks: This entry lists all the attacks and attack bonuses
of a machine’s weaponry. Only if the machine is able Crew: (structures, vehicles and artillery only) This is the
to move by itself does it make attack rolls on its own. minimum number of operators that a machine requires to
Otherwise, the number is an accuracy bonus granted to perform its functions.
the attack roll of a wielder, pilot, operator or crew. Attacks
listed here are from ‘normal’ weaponry or siege weaponry. Passengers: (vehicles only) This is the number of
Other attacks that stem from emulating a magic effect, creatures a technological wonder may accommodate in
addition to the crew.

228
141.157.188.166
space in the machine’s frame, or are so evenly distributed
Weight: (personal weapons and equipment only) throughout as to add nothing to it. The HS value will
This field gives the weight of the machine in pounds. affect the machine’s total weight.
Structures, creatures, vehicles and artillery do not list
a weight because they cannot normally be carried; for Size Modifiers
extraordinary cases where one machine will carry another, Machines have a size just as creatures do, although they
use a rough guideline based on its size. See under each may be shaped a little strangely. The same size modifiers
machine’s base attributes. that apply to a creature’s DV and attack (see the combat
rules on pg 171) also apply to machines of similar size.

POWER OF STEAM
Purchase DC: This is the final cost that any character That way, a Large creature and a Large machine both
must meet to buy a machine, although the creator is have a -1 to DV and attack. Even if the machine was not
free to attach any bonus to the Purchase DC based on designed for combat, someone might still try to hit it.
uniqueness or sentimental value. The cost to actually
make the machine is part of the construction process and Skill Checks
is described later. To make an amazing machine, an inventor must make a
number of skill checks in order to successfully design and
Malfunction Threshold: The more complex a machine build the machine and all its parts. The first of them, the
is, the more likely it is to malfunction. This field lists the Research check, is a Knowledge check using a knowledge
machine’s malfunction threshold; see pg 135. If this field category appropriate for the machine in question such as
is missing in the stat block, it means that the machine is technology or physical sciences. Specialties do apply here.
solid and reliable and never malfunctions. The rest are Craft checks, most of them of the structural
and mechanical category, although sophisticated machines
Amazing Machine Construction may require a Craft (expression) check in the case of
telluric circuitry. The number of checks necessary is
Concepts determined by the particular options the inventor installs
The following are some concepts used by all kinds of on his machine and in the final CP cost.
amazing machines.
Charges
Base Attributes Complex creations require an energy source to activate
Machines have a set of attributes with predetermined their functions; this energy requirement is expressed in
values according to their nature and size, given in the charges. Some options need a specific number of charges
tables under the description of each machine type. to work each time they are activated and energy sources
Creators can customise these options by increasing or have a finite charge capacity. Spent energy sources must
decreasing the values and altering the final attributes of be renewed, by refuelling, rewinding or recharging,
the machine. depending on the individual technology.

Construction Points (CP) Construction Process


The system to build anything from simple to complex Designing and constructing an amazing machine is a
amazing machines has a basic building block: construction matter of effort as well as inspiration; the process for
points, referred to as CP from now on. Every framework, devising one and later constructing it can be summarised
material, feature and deficiency carries a cost measured in in the following steps.
points. As the player or Games Master makes his choices
on size, materials and abilities, he adds the points assigned 1. Select Type: First of all, the creator selects the
to each, or subtracts points by intentionally introducing kind of machine that he wants to build. He
deficiencies. The final CP amount is then used to figure chooses to make a structure, an automaton, a
out the cost of creating the machine, as well as playing a vehicle, a personal weapon, a vehicle and artillery
part in the research and construction process. weapon, or a piece of equipment.
2. Select Size, Base Attributes and Options: From
Hard Slot (HS) the appropriate tables, the creator selects the
Depending on their size, amazing machines have limited size of his machine, which will define its base
space to accommodate some of the abilities measured in attributes and initial CP cost; he assigns the base
hard slots. Some options in machine construction have a options by adding or subtracting to the CP cost.
hard slot value (referred to as HS from this point onwards) 3. Select Materials: After deciding on the type and
in addition to their CP, which they subtract from the size of the machine, the creator chooses the basic
machine’s HS as they fill up space. HS is a relative value, materials for the frame. Each material modifies
as a slot in a small machine is not the same as a slot in a the base attributes inversely proportionate to its
larger machine but the options that occupy one slot also quality.
change sizes to represent the additional potency that they 4. Install Features and Deficiencies: The creator
muster in order to work in a larger machine. Options installs the machine’s functions, either altering the
without an HS value either do not take up significant
229
141.157.188.166
base attributes or adding and subtracting abilities
with features and deficiencies. Each option has its On the Creation
own requirements and costs.
of Non-Human Races
5. Install Power Source: Based on the technology
The world of steampunk can incorporate a number
and the energy requirements of the installed
of different scientific approaches, each one oriented
options, the creator now installs a power source to
towards a given racial type. The default scientific
feed the machine’s various systems.
method discussed below is human but other species
6. Calculate Derived Values: With all systems
would have their own take on how things go
in place, the creator adds up all the modifiers
together in a steampunk setting. Elves might work
POWER OF STEAM

from options and special qualities to the base


exclusively in wood and magical metals, while the
attributes.
dwarves could have steel as their sole material and
7. Calculate CP: The creator totals all the CP from
runic magic empowering all of their creations. This
the base attributes and the installed options.
approach makes every race distinct and interesting,
8. Calculate Cost and Weight: Based on the CP
something that Games Masters should always strive
and HS values, find the actual Purchase DC and
to foster in their games.
weight of the machine.
9. Research, Design and Construction Checks:
Keep in mind the psychology of any race with
The character makes as many Knowledge checks
the capacity to grasp science in any form. Project
as required to design the machine with all the
that unique mindset into their creations, using
planned characteristics, then purchases the raw
the rules in this chapter to bear out their designs.
material and finally makes all the necessary
Orcs might have huge, crude creations with all the
Craft checks for the main body and all special
dependability of landmine-covered dancing shoes
qualities that are installed as independent, smaller
and the dangerous lethality to match. In the darkest
machines.
reaches of the world, limbless aberrations could
use articulated suits to give them manipulative
Types arms while aquatic horrors move on land in huge
As described earlier, there are six different machine automated water tanks, grinding all opposition
types that a character may design and build if he has the beneath their treads.
appropriate feat.
Technology can even adapt to fit the needs of creatures
Amazing Automata not commonly associated with craftsmanship.
An automaton is essentially a machine pretending to be Imagine a terrible empire based on the concept that
alive. The first constructs were powered by raw magic, dragons have grasped the dubious wonders of science
being neither true machines nor creatures but lumps of and created draconic automatons to patrol their vast
matter animated by a hapless elemental shoved inside. kingdoms. In a setting like this, heroes might have
Magicians with a bent for craftsmanship made their to take to the skies in flying vehicles with amazing
creation rituals easier by building their constructs in such firepower to combat the advance of massive scaled
a way that they already had articulated bodies and could dictators, fighting desperate battles to preserve the
thus potentially move, although they lacked a motor last free lands of the Humanoid Coalition. Orcs,
force. These were the first true automata as science elves, and men could fight side by side, putting
understands them: machines that simulate the workings aside their differences in the face of an unimaginably
of a living body, moved by a power source. If it can act on powerful enemy. The possibilities are endless when
its own, even if it cannot move from a fixed spot, then it steam and spells combine to create the ultimate
is an automaton. fantasy setting.

Amazing Equipment
A general definition of a piece of equipment is ‘an
object that is useful for something’. Amazing machines Amazing Personal Weapons
designated as equipment are, along with structures, the The races of the world have something in common when
machines with the most room for variety. A piece of it comes to technological pursuits: everyone is looking to
equipment is defined by its purpose and by a user’s ability build better ways to kill everyone else. Personal weapons
to wield it or wear it in order to accomplish some task or are those that a user can carry with him (cumbersome
another. Tools such as hammers or screwdrivers are not though they might be) and use freely. Amazing personal
considered amazing equipment, for anyone can build weapons characterise themselves by being hard to operate
them; it takes a special spark of genius to create a hydraulic but in exchange can be devastatingly effective. Basic
hammer or a rotogyro screwdriver. Amazing armour falls firearms are a technology already mastered by mundane
into the equipment category. craftsmen and early industrial processes but advanced and
exotic firearms fall squarely into the category of amazing
machines that only a few may build.

230
141.157.188.166
Base Attributes and Options
An Example of Amazing The creator selects the type, size and base attributes and
Machine Construction options at the same time. In order to build each type of
The City Fathers have turned their attention to the machine, he must have the appropriate item creation feat,
needs of their people for once and want to construct such as Craft Automata or Build Vehicles. Under each
a sentry that will help their agents’ missions, type’s description, a table describes the base attributes
especially the more dangerous ones. They decide for a machine of each size, plus other attributes that are
to build an automaton, one that will incorporate already defined by the type regardless of the machine’s

POWER OF STEAM
the knowledge they have gleaned from decades of size. At this point, the character is able to customise his
ruthless experimentation and subjugation of the machine by selecting options for it, such as general shape
magical world around the city-state of Megadon. or method of use. The options presented under each type
are exclusive of that type, and no other kind of machine
may take them. Other more general options are available
as special features.
Amazing Structures Base Attributes
Structures are like equipment in that they serve a purpose All machines have their base attributes defined in two
that accomplishes a task, or help the user accomplish a forms: in a general list and in a table. The list describes
task. These machines are not built to be moved but rest those attributes that apply to all machines of the same
in their place for a reason. They may range from great type, regardless of size, while the table describes those that
technological fortresses to automated mills. Making a vary according to the machine’s size.
fortress is better served by making a normal one and
outfitting it with smaller amazing machines. There Base Options
are, however, are some that must be structures, such as The creator can skip ahead of the process and select
an arcanium decanter. If it looks like a building but is a number of special features as base options before
designed to move, then it is not a structure but a vehicle. accounting for materials and power sources. These are
listed under the base attributes. The machine must still
Amazing Vehicles comply with any requirement that the special feature
Vehicle design is one of the most well known areas where demands. Special features chosen as base options cost 1
geniuses can flex their creative muscles; an inventor’s CP less than their normal cost, but unlike special features,
neighbours are used to seeing strange apparatuses they are an integral part of the machine. They cannot be
blast from the house’s ceiling (or walls) as the creator removed, altered or replaced without a major overhaul of
experiments with propulsion systems, energy sources or the machine’s main framework. Even if the special feature
structural design. The form of a vehicle can lead it to can normally be taken out of the machine and repaired
be confused with other amazing machines but the basic independently, all Repair checks on it are made with the
definition is that if it is piloted by someone, either a pilot DC appropriate for the whole machine.
or a remote controller and it moves, then it is a vehicle.
Remote-control drones can be confused with automata,
as can giant bipedal, humanoid, steam-powered armour Automata
suits, but since they are controlled by an operator, they An automaton has a basically humanoid shape: one head,
count as vehicles. one torso, two arms ending in hands and two legs ending
with feet. The designer can alter this shape by taking
Amazing Vehicle and Artillery Weapons options and special features. An automaton’s intelligence
Like personal weapons, these machines are built for does not come for free. Its brain must be developed
the purpose of destroying or incapacitating a target; separately with the Artificial Intelligence feature, which
the difference is that they go in for large-scale effects. installs a small analytical engine in the automaton’s body
Vehicle and artillery weaponry cannot be carried by to work as a substitute for true sentience. An automaton
individuals, although once set in place they can be used by without this special feature is simply a useless toy.
a single operator. Vehicle weapons can go from gigantic
swords for humanoid vehicles to telluric energy artillery Size: Chosen by the creator; see the table on page 232.
emplacements; they are designed to hurt vehicles and Construction Points: Each automaton size has a different
structures, rather than just individuals. If a creator wants CP cost; see the table below. The total cost adds the CP
to equip a huge automaton, a structure or a vehicle with from special features.
assault weapons, he must design them separately as vehicle Hard Slots: Each automaton size has its own number of
and artillery weapons, or make the machine capable of hard slots; see the table on page 232.
using mundane artillery such as ballistae or cannons. Operation: None, unless the automaton is operated by
remote control, for which see the Remote Control special
feature.

231
141.157.188.166
Automata Base Attributes
Size CP HS HD (d10) Speed Armour Damage Str Dex
Fine 20 2 1 10 ft. +0 1 -4 +4
Diminutive 25 3 2 10 ft. +1 1d2 -4 +4
Tiny 30 4 3 20 ft. +1 1d3 -2 +2
Small 35 5 4 20 ft. +1 1d3 -2 +2
Medium 40 6 6 30 ft. +2 1d4 +0 +0
Large 45 7 8 30 ft. +2 1d6 +2 -2
POWER OF STEAM

Huge 50 9 10 25 ft. +2 1d8 +2 -2


Gargantuan 55 12 14 25 ft. +3 2d6 +4 -4
Colossal 60 16 18 20 ft. +3 3d6 +4 -4
Leviathan 65 20 22 20 ft. +3 2d10 +6 -6

Hit Dice: Each automaton size has its own number of Special Attacks (SA): The automaton has no inherent
Hit Dice; see the table above. Hit points are determined special attacks but some may be installed as special
either by rolling each die or by setting an average. features.
Initiative: As with a normal creature, this is the Special Qualities (SQ): Construct qualities apply to
automaton’s Dexterity modifier, plus any other modifier an automaton. Additionally, it can install more through
from a special feature. special features.
DV: As with a normal creature, it is 10 + size modifier Special Features: The automaton has Land Movement
+ Dexterity modifier + any other modifier from a special (legs) as a base special feature.
feature. Saving Throws: All the saving throws of an automaton
Armour: Each automaton size has its own bonus to its follow the least convenient advancement track; they add
armour’s DR, which is added to the machine’s material the appropriate ability modifier, plus any other modifier
hardness; see the table above. The armour bonus can be from special features.
strengthened or weakened with special features. Abilities: Upon construction, an automaton has the
Speed: Each automaton size has its own base speed, for following ability scores: Str 10 + modifier (see table
which see the table above. The speed is considered to be above); Dex 10 + modifier (see table above); Con –; Int –;
walking speed. Speed can be increased and movement Wis 10; Cha 1. All abilities can be modified with special
modes added with special features. features.
Base Attack/Grapple: The base attack bonus of an Skills: Automata with an Intelligence score have 2 skill
automaton is equal to that of a journeyman character points per HD. An automaton’s class skills are the same
with as many levels as the automaton has Hit Dice. The as its creator’s.
grapple bonus of an automaton is its base attack bonus Feats: Automata gain no feats but some can be installed
+ size modifier + Strength modifier + any other modifier as special features.
from a special feature. Power Source: Like all amazing machines, an automaton
Attacks: An automaton has a basic slam attack that causes does not have a power source. One must be installed.
damage depending on its size. It can be outfitted with a Purchase DC: See the table Machine Costs later in this
weapon or a special attack from a feature instead. section.
Full Attack: An automaton has as many attacks per Malfunction Threshold: An automaton suffers a
round as a journeyman character with as many levels as malfunction with a natural roll of 1 in the following tasks:
the automaton has Hit Dice, plus any extra attack granted attack rolls, skill checks and Fortitude saves. Malfunction
by a special feature. also happens on a natural roll of 1 on using any special
Damage: Each automaton size has its own base damage feature but the malfunction affects only the special feature
to its slam attacks; see the table above. Alternate attacks and can be repaired separately.
from weapons or features are defined by their own Base Options: Additional Hard Slot, Horizontal Frame,
methods. Swerving Hips, Limited Sentience
Space/Reach: The same as a creature of the same size.
Equipment
The size of a piece of equipment is relative to the size
The City Fathers decide that their automaton of its intended user, just like weapons described in the
should be large and impressive, so they choose a Equipment and Wealth chapter. A Large, one-handed
Large-sized chassis and all its characteristics: CP piece of equipment is equivalent to a Medium-size two-
cost of 45, 7 hard slots, 8 HD, base speed of 30 ft., handed piece of equipment in size, although grips and
+2 to its armour, a base slam damage of 1d6 and a +2 buttons will have different placements for each respective
modifier to Strength, plus a -2 to Dexterity. size of user. Equipment cannot perform any task
unattended; the limits of its automation give a bonus to a
user to perform certain tasks.
232
141.157.188.166
Equipment Base Attributes Malfunction Threshold: Equipment suffers a
Size CP HS hp Hardness malfunction with a natural roll of 1 in any rolls that it
complements. Malfunction also happens on a natural
Fine 8 1 01 +0
roll of 1 on using any special feature but the malfunction
Diminutive 11 2 0 +0
affects only the special feature and can be repaired
Tiny 14 3 0 +0 separately.
Small 17 4 1 +0
Medium 20 4 2 +1 Base Options: Additional Hard Slot, Feat Assist, Light
Large 23 4 3 +1 Use, One-Handed Use, Skill Assist, Two-Handed Use,

POWER OF STEAM
Huge 26 5 5 +1 Worn/Carried Use.
Gargantuan 29 6 8 +2
Colossal 32 7 12 +2 Personal Weapons
Leviathan 35 8 17 +2 Like equipment, the size of a weapon is relative to the
1
Hit points are provided with the material in the next stage of size of its intended user. A personal weapon cannot
construction. attack on its own. The limits of its automation are in
its internal systems, which may provide a number of
Size: Chosen by the creator; see the table above. effects. The base mode of attack of a personal weapon is
Construction Points: Each equipment size has a different melee. Modification is necessary to make it into a ranged
CP cost; see the table below. The total cost adds the CP weapon.
from options and special features.
Hard Slots: Each equipment size has its own number of Size: Chosen by the creator; see the table on page 234.
hard slots; see the table above. Construction Points: Each personal weapon size has a
Operation: If the equipment mimics or provides a bonus different CP cost; see the table on page 234. The total
to a skill, use that skill; if it is a feat, there is no skill cost adds the CP from options and special features.
requirement. Hard Slots: Each personal weapon size has its own
Hit Points: Each equipment size has a different number number of hard slots; see the table below.
of individual hit points; see the table above. This number Operation: All amazing personal weapons are exotic
can be increased with materials and special features. weapons, requiring that a potential user has the Exotic
Hardness: Each equipment size has its own hardness, Weapons Proficiency feat for that specific weapon, that
which is added to the machine’s material own hardness; the creator somehow made it user-friendly and defines it
see the table above. Hardness can be strengthened or as a simple or martial weapon, or that the operator has the
weakened with materials and special features. Use Amazing Device feat.
Special Qualities (SQ): Construct qualities apply to Hit Points: Each personal weapon size has a different
equipment. More can also be installed through special number of individual hit points; see the table on page 234.
features. This number can be increased with materials and special
Special Features: The equipment has the One-Handed features.
Use feature for free, which can be modified with base Hardness: Each personal weapon size has its own
options. hardness, which is added to the machine’s material own
Saving Throws: Equipment cannot make saving throws hardness; see the table on page 234. Hardness can be
on its own. Any saving throw listed is a bonus it grants strengthened or weakened with materials and special
to the saving throw of its user or operator when made to features.
protect the machine. Damage: A personal weapon has a base damage die based
Abilities: Equipment does not possess ability scores. It on its size, which can be increased or decreased by making
can provide equipment bonuses to a user’s ability scores, it light or two-handed and further amplified by adding
however. special features.
Skills: Equipment does not have skills but can provide Range Increment: A personal weapon has a base range
equipment bonuses to a user’s skill checks. increment based on its size; this range increment only
Feats: Equipment gains no feats but some can be installed applies if the weapon is ranged.
as special features. Special Qualities (SQ): Construct qualities apply to
Power Source: Like all amazing machines, equipment equipment. More can also be installed through special
does not have a power source; one must be installed. If a features.
piece of equipment requires a power source and does not Special Features: A personal weapon has the One-
have the space for it, an external power source increases Handed Use feature for free, which can be modified
the handling size by one: from light to one-handed, from with base options. It is also by default a melee weapon,
one-handed to two-handed and from two-handed to although this can also be modified with base options.
worn/carried. Saving Throws: A personal weapon cannot make saving
Weight: Equipment’s weight is calculated with its size throws on its own. Any saving throw listed is a bonus it
and occupied HS at the end of the construction process. grants to the saving throw of its user or operator when
Purchase DC: See the table Machine Costs later in this made to protect the machine.
section.
233
141.157.188.166
Personal Weapon Base Attribute
Size CP HS hp Hardness Range Increment Damage
Fine 10 1 01 +0 5 ft. 1d2
Diminutive 13 2 0 +0 5 ft. 1d3
Tiny 16 3 1 +1 10 ft. 1d4
Small 19 4 2 +1 10 ft. 1d6
Medium 22 4 3 +1 20 ft. 1d8
Large 25 4 5 +2 40 ft. 2d6
POWER OF STEAM

Huge 28 5 8 +2 80 ft. 2d8


Gargantuan 31 6 12 +2 80 ft. 2d10
Colossal 34 7 17 +3 130 ft. 2d12
Leviathan 37 8 23 +3 180 ft. 3d10
1
Hit points are provided with the material in the next stage of construction.

Abilities: A personal weapon does not possess ability Hard Slots: Each size category has its own number of
scores; it can provide equipment bonuses to a user’s ability hard slots; see the table on page 235.
scores, however. Operation: If the structure mimics or provides a bonus
Skills: A personal weapon does not have skills but can to a skill, use that skill. If it is a feat, there is no skill
provide equipment bonuses to a user’s skill checks. requirement.
Feats: A personal weapon gains no feats but some can be Structure Dice: Each structure size has its own number
installed as special features. of Structure Dice; see the table on page 235. Structure
Power Source: Like all amazing machines, a personal points are determined either by rolling each die or by
weapon does not have a power source; one must be setting an average.
installed. If a personal weapon requires a power source DV: As a normal creature, it is 10 + size modifier +
and does not have the space to provide it, an external Dexterity modifier + any other modifier from a special
power source increases the handling size by one, from feature.
light to one-handed, from one-handed to two-handed and Hardness: Each structure size has its own hardness, which
from two-handed to worn/carried. The weapon can keep is added to the machine’s material own hardness; see the
its handling size by making the power source a wearable table below. Hardness can be strengthened or weakened
item but not a carried one. with special features. This hardness only applies against
Weight: A personal weapon’s weight is calculated with weapons that deal hit point damage.
its size and occupied HS at the end of the construction Dimensions: A structure occupies a space limited by an
process. imaginary box of a number of units per side based on its
Purchase DC: See the table Machine Costs later in this size; see the table on page 235. A creator can move around
section. units from one dimension (width, length and height) to
Malfunction Threshold: A personal weapon suffers another.
a malfunction with a natural roll of 1 in attack rolls. Special Features: The structure has no base special
Malfunction also happens on a natural roll of 1 on using feature.
any special feature but the malfunction affects only the Saving Throws: A structure cannot make saving throws
special feature and can be repaired separately. on its own. Any saving throw listed is a bonus it grants to
the saving throw of its users or occupants.
Base Options: Additional Hard Slot, Light Use, One- Abilities: A structure does not have any ability scores
Handed Use, Ranged Attack (any), Two-Handed Use, but it can be granted a limited amount of Intelligence for
Worn/Carried Use, Increased Range. purposes of automated tasks.
Skills: Structures with an Intelligence score have 2 skill
Structures points per SD; its class skills are the same as its creator’s.
A structure’s shape is completely up to the creator; the Feats: A structure gains no feats but some can be installed
dimensions column only indicates an imaginary box as special features.
containing the structure. Structures have aptly named Power Source: A structure has a base wind/water power
Structure Dice and structure points instead of Hit Dice source, which means that it must be placed near a river or
and hit points. on a hill. You can change the power source by paying the
cost of the new one.
Size: Chosen by the creator; see the table on page 235. Crew: Structures need and accommodate one operator
Structures have a minimum size of Tiny. for every 30 full CP.
Construction Points: Each size category has a different Passengers: In the case of structures, these are occupants.
CP cost; see the table on page 235. The total cost adds the Structures can accommodate 1 occupant of two size
CP from options and special features. categories smaller than the structure per unoccupied hard
slot. The amount of room taken up by occupants smaller
234
141.157.188.166
Structure Base Attributes table on page 236. Hardness can
Size CP HS SD (d12) Hardness Dimensions 1 be strengthened or weakened
2 with special features.
Tiny 40 6 0 +1 18 inches
Initiative: A vehicle acts on
Small 45 8 1 +1 3 ft.
its operator’s initiative slot but
Medium 50 10 2 +2 5 ft. applies its manoeuvrability
Large 55 12 2 +2 10 ft. modifier to the operator’s roll.
Huge 60 14 3 +3 20 ft. Manoeuvrability: Each vehicle
Gargantuan 65 16 4 +3 35 ft. size has its own manoeuvrability

POWER OF STEAM
Colossal 70 20 6 +4 55 ft. score and mode; see the table on
Leviathan 75 24 10 +4 80 ft. page 236. Both the score and
1
Units per side. the mode can be increased or
2
Bonus structure points are provided with the material in the next stage of construction. decreased with special features.
Speed: Each vehicle size has its
than this is halved for each size category smaller yet that own base speed, for which see the table on page 236. The
they are. They require two hard slots per occupant of one speed is considered to be maximum land speed; speed can
size category smaller and double for each size category be increased and movement modes added with special
larger. A structure cannot accommodate occupants of the features.
same size category or larger than itself. Acc/Dec: Each vehicle size has its own acceleration and
Purchase DC: See the table Machine Costs later in this deceleration rates, for which see the table on page 236.
section. These values are considered a moderate acceleration or
Malfunction Threshold: A structure suffers a malfunction deceleration. The value can be increased or decreased
with a natural roll of 1 in any rolls that it complements. with special features.
Malfunction also happens on a natural roll of 1 on using Turn Rate: Each vehicle size has its own turn rate; see the
any special feature but the malfunction affects only the table on page 236.
special feature and can be repaired separately. Weapons: Vehicles have no base weapons mounted. Any
weapon must be built separately and installed on special
Base Options: Additional Hard Slot, Feat Assist, Skill weapon mountings, which are a special feature. The
Assist, Magic Effect. choice of weapon will define the damage and any special
characteristics.
Space/Reach: The same as a creature of the same size.
Vehicles Special Attacks (SA): The vehicle has no inherent special
Vehicles are defined as large tools used for transport,
attacks but some may be installed as special features.
controlled by an operator who rides on the vehicle as he
Special Qualities (SQ): Construct qualities apply to a
controls it most of the time. If it moves and someone
vehicle. It can install more through special features.
other than the machine is responsible, then it is a vehicle,
Special Features: The vehicle has Land Movement as
although some vehicles have a very advanced autopilot
a base feature. The creator chooses which mode of land
system with an analytical engine of limited intelligence.
movement the vehicle will have at no CP cost but uses the
The appearance of the vehicle is completely up to its
vehicle size’s base speed.
creator, constrained only by the limits of its size category.
Saving Throws: A vehicle cannot make saving throws on
its own. Any saving throw listed is a bonus it grants to the
Size: Chosen by the creator; see the table on page 236.
saving throw of its user or operator when made to protect
Construction Points: Each vehicle size has a different CP
the machine.
cost; see the table on page 236. The total cost adds the CP
Power Source: Like all amazing machines, a vehicle does
from options and special features.
not have a power source; one must be installed.
Hard Slots: Each vehicle size has its own number of hard
Crew: A vehicle has a base crew of one, which must be
slots; see the table on page 236.
expanded with special features if any more crew members
Operation: Drive skill for land- and water-based
are needed to operate weapons or other special features.
(surface) movement, Pilot for air-, aether-, underwater
The vehicle must be large enough to accommodate its
and underground based movement. These skill checks
intended crew.
utilise the vehicle’s manoeuvrability modifier.
Passengers: Vehicles can accommodate 1 additional
Structure Dice: Each vehicle size has its own number
occupant of two size categories smaller than the vehicle
of Structure Dice; see the table on page 236. Structure
per unoccupied hard slot. The amount of room taken
points are determined either by rolling each die or by
up by occupants smaller than this is halved for each size
setting an average.
category smaller yet that they are. Vehicles require two
DV: As a normal creature, it is 10 + size modifier +
hard slots per occupant of one size category smaller and
manoeuvrability modifier + any other modifier from a
double this for each size category larger. A structure
special feature.
cannot accommodate occupants of the same size category
Hardness: Each vehicle size has its own hardness, which
or larger than itself. It could, but it would not move.
is added to the machine’s material own hardness; see the
235
141.157.188.166
Vehicle Base Attributes
Turn
Size CP HS SD (d4) Hardness Manoeuvrability1 Speed Rate Acc/Dec Cargo
Fine 25 2 1 +0 Perfect (+6) 20 ft. 0 ft. 10/20 -
Diminutive 30 2 2 +0 Perfect (+4) 30 ft. 5 ft. 10/20 -
Tiny 35 2 3 +0 Good (+2) 40 ft. 5 ft. 15/25 1 lb.
Small 40 4 4 +1 Good (+1) 60 ft. 10 ft. 20/40 2 lb.
Medium 45 6 6 +1 Average (+0) 80 ft. 10 ft 30/50 4 lb.
POWER OF STEAM

Large 50 10 8 +2 Average (-1) 100 ft. 20 ft. 40/60 8 lb.


Huge 55 14 10 +2 Poor (-2) 120 ft. 30 ft. 50/70 32 lb.
Gargantuan 60 20 14 +3 Poor (-4) 100 ft. 40 ft. 40/60 256 lb.
Colossal 65 26 18 +3 Clumsy (-6) 80 ft. 60 ft. 30/50 1 tonne
Leviathan 70 34 22 +4 Clumsy (-8) 60 ft. 120 ft. 20/40 2 tonnes
1
The manoeuvrability score is the value between parentheses.

Cargo: Any hard slot not defined as passenger areas can Any other machine can mount one vehicle and artillery
hold a maximum cargo weight as defined on the table, weapon of its same size, two of one size smaller, four
depending on the vehicle’s size. weapons two sizes smaller, 8 weapons of three sizes smaller,
Purchase DC: See the table Machine Costs later in this or any combination totalling the maximum capacity. No
section. machine can mount weapons larger than itself.
Malfunction Threshold: A vehicle suffers a malfunction
with a natural roll of 1 in the operator’s Drive or Pilot Size: Chosen by the creator; see the table below. Vehicle
checks. Malfunction also happens on a natural roll of 1 and artillery weapons have a minimum size of Small.
on using any special feature but the malfunction affects Construction Points: Each vehicle weapon size has a
only the special feature and can be repaired separately. different CP cost; see the table on page 237. The total
cost adds the CP from options and special features.
Base Options: Additional Hard Slot. Hard Slots: Each vehicle weapon size has its own number
of hard slots; see the table on page 237.
Vehicle and Artillery Weapons Operation: Having ranks in Knowledge (tactics), ranks
Vehicle and artillery weapons are just like their personal in Knowledge (technology), a base attack bonus of at
versions, but bigger… much bigger. They cannot move least +6 or the Use Amazing Device feat is sufficient for a
independently but they can come equipped with wheels gunner to operate a vehicle and artillery weapon.
so they can be towed by another vehicle. In practice, they Speed: Vehicle and artillery weapons cannot move
see more use by being mounted on one. Although they by themselves. They must be mounted on or hauled
are not wielded by hand, vehicle and artillery weapons by a vehicle or an automaton to have some amount of
are considered two-handed weapons for vehicles and mobility.
structures of the same size to which they are mounted. Structure Dice: Each vehicle weapon size has its own
number of Structure Dice; see the table on page 237.
Structure points are determined either by
rolling each die or by setting an average.
Hardness: Each vehicle weapon size
has its own hardness, which is added to
the machine’s material own hardness; see
the table on page 237. Hardness can be
strengthened or weakened with materials
and special features.
Damage: A vehicle weapon has a base
damage die based on its size. Note that this
is structure damage, not hit point damage.
A vehicle weapon striking a creature or
object that has hit points deals 10 points
of hit point damage for every point of
structure damage, and it ignores armour
and hardness.
Range Increment: A vehicle weapon has a
base range increment based on its size; this
range increment only applies if the weapon
is ranged.

236
141.157.188.166
Vehicle and Artillery Weapon Base Attributes
Size CP HS SD (d6) Hardness Range Increment Damage
Small 27 6 1 +1 50 ft. 1d4
Medium 30 6 2 +1 70 ft. 1d6
Large 33 6 2 +2 100 ft. 1d8
Huge 36 7 3 +2 140 ft. 1d10
Gargantuan 39 8 4 +3 190 ft. 1d12
Colossal 42 9 5 +3 250 ft. 2d8

POWER OF STEAM
Leviathan 45 10 6 +3 300 ft. 2d10

Special Qualities (SQ): These machines have construct base frame’s CP after base options have been installed but
qualities and more can installed through special features. before special features. Each kind of material also adds a
Special Features: A vehicle weapon has the Ranged number of bonus hit/structure points depending on the
Attack feature for free (the creator chooses the kind of machine’s size category; a Medium automaton made from
ranged attack) which can be modified with base options. hard metal adds 30 hit points, as hard metals provide 6 hit
It is also by default a melee weapon, although this can also points per size category and Medium is 5 size categories.
be modified with base options. The hardness of each material simply adds its hardness
Saving Throws: A vehicle weapon cannot make saving modifier to the machine’s own bonus based on size. Since
throws on its own. Any saving throw listed is a bonus it some materials are harder to work with than others and
grants to its user’s or operator’s own saving throw when each has a modifier to the DC of all Craft and Repair
made to protect the machine. checks made for the machine.
Abilities: A vehicle weapon does not possess ability
scores. It can, however, provide equipment bonuses to a Inert Organics: Inert organics are once-living tissue, or
user’s ability scores. material that was once part of a living being. The most
Skills: A vehicle weapon does not have skills but can normal inert organic materials are wood, leather and hemp
provide equipment bonuses to a user’s skill checks. rope but some more sinister inventors have been known to
Feats: A vehicle weapon gains no feats but some can be make machines out of bones and dead flesh, particularly
installed as special features. when building something for a necromancer.
Power Source: Like all amazing machines, a vehicle
weapon does not have a power source; one must be Live Organics: It is tremendously expensive to build a
installed. living machine, be it from live wood (a Faerie favourite) or
Crew: A vehicle weapon has a base crew of one, plus one more chillingly, a living organism. If this were not enough,
extra crewmember for every 20 full CP in the final cost. the machine must be kept ‘fed’ in order to function. For
Purchase DC: See the table Machine Costs later in this all their enormous costs, live organics do provide many
section. benefits. Unlike other machines, one made from live
Malfunction Threshold: A vehicle weapon suffers organics heals 2d4 hit or structure points per resting
a malfunction with a natural roll of 1 on attack rolls. period and may be healed with the Treat Injury skill
Malfunction also happens on a natural roll of 1 on using rather than Repair, although death effects do influence
any special feature but the malfunction affects only the it and it is susceptible to critical hits. The power source
special feature and can be repaired separately. of a live organic machine is also organic, depending on
the material itself. A living wood machine needs a steady
Base Options: Additional Hard Slot, Increased Range. source of water and sunlight and will probably take root,
although its nutrients can be provided for at the same
Materials costs and renewal rates as steam power with fuel renewal,
An important decision to make when planning an amazing with the exception that the fuel is, basically, food.
machine is what it is going to be made of. Matters of cost
and weight are disadvantages to be considered but are Soft Minerals: There are very few machines made from
balanced by the advantages of resistance and efficiency. soft minerals, basically clay and mud, baked and hardened
Cheap materials make for relatively inexpensive and easy but still somewhat brittle.
construction but they break down easily and need a lot
of maintenance to keep running. Expensive materials Hard Minerals: Structures are more likely to be made
can take quite a beating and are very reliable but they are from hard minerals, namely rock, stone, crystal and its
exactly that; expensive. derivates, than any other kind of machine, although the
dwarven race is famous for its gigantic stone gears for the
This material makes up the majority of the machine’s body, gates of their underground fortresses.
which means that it can have parts made of other materials
that do not count towards the final cost. Materials do not Exotic Minerals: There are two kinds of exotic minerals
have a CP cost. Instead, they multiply the cost of the that inventors have played with successfully: levistone and

237
141.157.188.166
arcrystal. No machine can be made entirely from these have failed, so it can only be used in its pure
minerals, so another base material must be chosen first. form. Machines made from stellar iron apply half
The mineral is then added to choice locations, adding the their hardness rating to structure damage, which
indicated number to the base material’s multiplier. normally ignores hardness, and add +2 points per
size category to their hit/structure point bonus.
 Levistone: Legends speak of a strange bluish
stone that has the natural ability to float when  Etheric Iron: A strange metal that alloys iron
subjected to some form of energy, becoming the with ectoplasm before it dissolves, etheric iron
ideal material for airships. Machines outfitted can only be made in the presence of a talented
POWER OF STEAM

with levistone increase their aerial speed by 20 psychic. All effects of machines made from
ft., their manoeuvrability score by +2 and their etheric iron affect the Ethereal Plane normally,
manoeuvrability mode by one step. as the machine actually has an etheric body that
functions simultaneously with its material one.
 Arcrystal: A variety of quartz that resonates Ghosts can thus use it without them needing to
strongly with telluric energy, arcrystal fittings project. Vehicles and automata made from etheric
increase the reliability of telluric power sources, iron increase their manoeuvrability mode by one,
imposing a -10 modifier to the d% rolls to check and their manoeuvrability or Dexterity score by
for malfunction effects; see Malfunction on pg +5, though this only works if they somehow travel
135. Also, if the machine has telluric circuitry physically to the Ethereal Plane. It also works in
to channel a magic effect, the Ritual check DC the aether of outer space, giving scientists another
is reduced by –4. See the Magic Effect special piece of evidence that the two are related.
feature on pg 248.
 Arcanium: The fabrication of this metal is an
Soft Metals: Soft metals include gold, lead, silver, bronze alchemical secret that was recently cracked by a
and brass, which are easy to work with but not as resilient scientist with an occult interest. It is now part
as many inventors would like. Brass and bronze are of many inventors’ work, although it remains
preferred, as gold and silver are simply too expensive; the incredibly hard to make. Arcanium is a supreme
CP multiplier is x1.5 instead of x1.2. magic conductor, even better than arcrystal, and
it is the standard material for telluric circuitry. If
Hard Metals: Since industrial production turned its a machine’s main material is actually arcanium,
head towards iron and steel, these hard metals are more a malfunction result has a -50 modifier for
available for technological pursuits. malfunction effects. In addition, the process of
channelling a magic ritual effect lasts half the
Exotic Metals: Although iron and steel suffice for most normal ritual duration, as the metal literally pulls
technological needs, exotic metals such as stellar iron, the power onto itself.
etheric iron and arcanium provide inventors with plenty
of additional properties to combine with their theories. Power Sources
Most amazing machines do not operate by themselves;
 Stellar Iron: Extracted from meteorites falling to they need fuel to power their abilities. Automata, vehicles
the surface or actually mined at source from worlds and machines equipped with features that require charges
beyond the aether, stellar iron is an incredibly hard all must have some sort of power source.
metal, stronger than steel and just as light. Efforts
to smelt stellar iron or alloy it with other minerals

Material Characteristics
Hit/ Craft/
CP Structure Hardness/ Repair DC
Material multiplier point bonus Armour modifier Special
Inert Organics x1 2 per size 3 +0 -
Live Organics x2 1 per size 1 +8* Machine heals, its fuel is organic.
Soft Minerals x1.1 3 per size 4 +0 -
Hard Minerals x1.3 3 per size 6 +5 -
Exotic Minerals +0.4 - - +2 Lightness or telluric conduction.
Soft Metals x1.2 4 per size 7 +3 -
Hard Metals x1.4 6 per size 8 +5 -
Exotic Metals x1.8 6 per size 12 +8 Hardness, etheric body or
telluric conduction.
* Treat Injury check instead of Repair.
238
141.157.188.166
Steam Power: Steam power uses the pressure of water
The City Fathers opt for bronze for their automaton, vapour to exert force and thus create movement. This
a soft metal that multiplies the base CP cost by x1.2, power source must have a boiler where fuel burns in
adds 4 hit points per size (six sizes for Large, which order to heat the water and also needs water reservoirs for
means +24 hit points) and has a base hardness of that purpose; both of these elements are included in the
7, which added to the Large automaton’s +2 bonus engine’s HS allotment.
totals an armour of 9. Bronze adds a +3 to all Craft
and Repair checks. Electrical Power: Electrical power is stored in batteries
and converted into force by the electrical engine.

POWER OF STEAM
Further discussion leads to the conclusion that Electricity is the most space-efficient of power sources but
they want their automaton to fly. To this end, they is likewise very expensive. Batteries are not rechargeable
add levistone fittings, which increases soft metal’s ‘in the field’ but require a special machine to either create
modifier to x1.6 and adds a further +2 to Craft a new battery or recharge the old one, which is why
checks. It also grants the automaton all the benefits machines running on electricity keep a reserve battery,
that levistone gives to flying machines. just in case.

For the purposes of the construction system, power Telluric Power: This mysterious force vibrates in crystals
sources include generators, storage and conduction, using and resonates according to the geometric shapes of its
the most efficient combinations of each in a neat package. conduits, rather than the materials they are made of.
Instead of describing the power source by the type of Telluric power is akin to magic and it is the only way to
technology, the rules divide them by function: output, include magic effects as part of a machine’s performance,
which is the amount of energy provided, and renewal, for no other power source operates on the subtle levels
which is how often and by what means a power source that magic requires. Of course, a magician might actually
must be refuelled to keep working. enchant the machine as a magic item, but that violates
everything inventors stand for.
All power sources take up hard slots inside the machine,
some more than others, as they require additional cargo Other: There are, of course, other ways to generate force
space for their fuel, like steam engines and their coal. but they are mostly equivalent to those outlined above.
Technology that relies on combustion of fuel can be
Work Power: This creates energy by movement actively grouped with steam power, while those that rely on the
generated by something or someone called an ‘operator’. entrapment of elemental beings are equivalent to (and
This does not necessarily require qualification. In practice, actually require) telluric engines and conduits.
an ‘operator’ could be a horse. Mechanical power sources
range from rowing and pedalling to manual-operation Acquiring the Power Source
cranks and even the simple act of pushing and pulling. In An inventor builds or purchases a power source separately
order to work, the machine needs constant operation of its from the machine and installs it later. A construction
power source and a crew of operators to do so. team usually works on the machine and its engine at the
same time, following the blueprints.
Wind/Water Power: This method uses the power of
natural elements in order to create energy instead of The actual size of the power source affects both the
manual operation but uses almost all the same parts as purchase and the Craft DCs, as large engines are difficult
mechanical power sources. Sails and fans like those of a and expensive for the weights and amounts of material,
windmill harness the power of wind; the while miniature ones add the intricacy
power of water is converted to motion Power Source Size Modifier and handiwork they require. Like
by waterwheels in static machines, and weapons, a power source’s size does not
Size Modifier
so on. Static structures have no renewal indicate its actual dimensions but what
Fine1 +8 kind of machine it is designed to move.
rates and always operate at maximum Diminutive1 +6
capacity. Therefore, the actual size category of an
Tiny1 +4 engine (independent from its functional
Small +2 size category) is about one or two sizes
Clockwork Power: This method
stores kinetic energy in tightly wound Medium +1 smaller than the machine for which it
springs and transmits it by gears, belts Large +0 is meant. The size modifier is applied
and chains. A clockwork engine is Huge +1 to the Purchase and Craft DCs of
always made of metal, as the precision Gargantuan +2 each power source but leaves the HS
and strength necessary for its operation Colossal +4 unchanged.
exceeds the capacity of softer materials. Leviathan +6
Clockwork springs eventually unwind. 1
To make a power source, use the Craft
It is impossible to make the
The user must twist them for them to be following power sources of this size:
skill for the technology type indicated
wound again. work, steam, electrical. in the table. The Difficulty Class for

239
141.157.188.166
Power Sources
Power Source HS Purchase DC Craft (DC) Repair DC
Work Power 3 20 mechanical (10) 10
Wind/Water Power 4 21 mechanical (15) 10
Clockwork Power 2 24 mechanical (20) 15
Steam Power 3 23 mechanical (18) 13
Electrical Power 1 26 mechanical (15) and chemical (20) 15
Telluric Power 0 28 structural (10) and expression (20) 15
POWER OF STEAM

purchasing or making the power source is equal to the Refuel: The operator pours more fuel into the power
value on the table plus the power source’s size modifier, source’s tanks, which are constantly feeding the engine.
not the machine’s! Steam engines allow the operator to pour in more fuel in
the middle of operation before they run out of energy,
Output although some other equivalent engines may not be so
Once the power source is installed, the inventor connects generous. Fuel reserves can hold up to three times an
everything together so the power source can feed the engine’s maximum capacity. It takes a move action to
different functions of the machine. See Using an restore 5 charges to a steam power source, but it requires a
Amazing Machine on pg 261. Each type of engine has a Knowledge (technology) check, Craft (mechanical) check
maximum capacity, which is the number of charges it can or Profession (engineer) check per round at DC 10 to
hold before it empties, and a delivery rate, which is the know how much fuel to add, or which kind.
maximum number of charges that the engine can deliver
in one round. Work power sources cannot store energy, Exchange: Once a battery runs out, it needs to be
but must constantly work towards providing charges. changed for a fresh one. It really is as simple as that. It
takes one person to change the battery of a Medium or
Renewal Methods smaller machine and smaller but it takes two to change
Once an engine is spent, its charges must be renewed; the battery of a Large machine, three for Huge one,
each power source can accommodate one of a few renewal four for a Gargantuan machine and so on. It takes a full
methods. round to exchange a battery, which usually restores the
power source to full capacity and requires a Knowledge
Work Action: The operator pulls on a lever, pushes a (technology) check, Craft (mechanical) check or
wheel, cocks a trigger, pulls a rope and so on. There is no Profession (engineer) check at DC 10. Spent batteries are
skill check required to perform a work action renewal but useless but rechargeable ones exist, for which see below.
the work itself takes one move action to provide 2 charges.
If this is insufficient to power a function, then the work Recharge: Electrical batteries that can be recharged add +1
action must be repeated, adding up the charges until they to the purchase DC. Their chemicals can be reactivated
meet the requisite amount and the operator triggers the either by hand with a Craft (chemical) check or with
function, spending all the charges ‘stored’ temporarily. another machine whose purpose is to recharge batteries.
In essence, this is a machine that can perform the Craft
Rewind: The operator twists a crank, pushes a spring, (chemical) check on its own. The battery recovers a
turns a dial or takes other such actions that restore a number of charges equal to the check result, which takes 1
clockwork’s springs to their latent positions. It takes a full- minute. Of course, some magicians can recharge batteries
round action to restore 5 charges to a clockwork power with magic but that is considered ‘cheating’ in the strictly
source, with no skill check required. Unfamiliar machines principled world of invention.
may require a Knowledge (technology) check at DC 15 to
find the rewinding mechanism. Magic: Magicians with a taste for technology have devised
a number of rituals to keep their machines running.

Power Source Characteristics


Power Source Maximum Capacity Delivery Rate Renewal Methods
Work Power * 1 use Work action
Wind/Water Power 30 charges 10 charges Infinite1
Clockwork Power 45 charges 5 charges Rewind
Steam Power 60 charges 10 charges Refuel
Electrical Power 60 charges 5 charges Exchange, recharge, rewind
Telluric Power 75 charges 10 charges Regeneration, magic, elementals
* Work power cannot store energy and deliver sufficient charges for one use of a function.
1
Wind/water power sources are always at maximum capacity unless their motor forces are blocked.
240
141.157.188.166
Power Source Renewal Requirements: An option or special
Method Action Renewal Rate feature may require that the machine
provide either a particular attribute at a
Work Action 1 move 2
certain value or another special quality to
Rewind 1 full round 5
be present before it can be installed. If this
Refuel 1 move (skill check) 5 field is missing, the special quality has no
Exchange 1 full round All requirements.
Recharge 1 minute 1 per check result Description: This is a description of the
Magic Ritual/Conduit duration As per magic special quality’s effects.

POWER OF STEAM
Elementals 1 day Elemental’s HD Skills: The option lists a number of
Regeneration 1 minute 1 modifiers to the DCs that it imposes on
the final Knowledge and Craft checks.
Consult the Occult chapter for the rules to design rituals If the Knowledge check is described as
for almost any purpose. a DC rather than as a modifier, it means that installing
the option needs its own separate Knowledge check in
Elementals: When an elemental creature is bound to a addition to those required to build the machine. If the
machine in order to power it, the machine will basically Craft check is described as a DC rather than as a modifier,
run forever. An elemental can provide as many charges as it means that the special feature is a separate machine by
it has hit points, with each use of its nature draining it. itself and must be constructed separately before installing
If an elemental is reduced to 0 hit points, it dissipates, so it on the machine. It also means that it can be salvaged
magicians install safeguards that stop the machine when from another machine of the same size, or bought from
the elemental is at 1 hit point. An elemental recovers another creator. If this field is missing, the special feature
hit points/charges after 8 hours of rest, during which the has no effect on the Knowledge and Craft checks.
machine must remain inactive. After they rest, elementals Costs: This field includes the Construction Point costs
recover an amount of hit points equal to their HD. for installing the special quality; the charges it consumes,
if any; the Hard Slots it occupies. A cost expressed in
Regeneration: Only telluric engines are capable of negative values (a minus ‘-’ sign) not only costs nothing
regenerating on their own, picking up ambient energy at but actually returns some of the expense to the creator;
a rate of 1 charge per minute. The user can accelerate this a negative CP value subtracts from the total CP cost of
rate by putting the machine on top of a place of power, the machine, while a negative HS value actually adds hard
which would add the nexus or ley line’s bonus to the slots to the machine instead of occupying them.
renewal rate each minute.
Ability Increase (Automata)
Special Features The automaton’s mechanism is above average.
Requirements: Ability score of 1 or more.
Special features have their own format for their
Description: By installing this feature, a machine
descriptions; note that they are very similar to feats that
gains +2 points to any applicable ability score, barring
characters can take.
restrictions. This feature can be chosen more than once;
its effects stack for each ability.
Name (type): This is the option or feature’s most
Skills: Knowledge (technology) +1; Craft (structural for
common name, although different inventors may have
Str, mechanical for Dex, expression for Int, Wis and Cha)
different names according to their pet theories and field
+1 per four ability points above normal.
of expertise. A voltaic inductor is the same as an electrical
Costs: 3 CP.
projector, for example. Next to the name, a parenthesis
indicates to which type of machine the feature applies.
Accessories (any)
The machine has additional features, which provide useful
As the City Fathers mean to have their automaton but mundane non-combat-related advantages.
travel to places where fuel and batteries may be Description: Accessories are minor features such as an:
scarce, they make their automaton a clockwork airlock, burglar alarm, emergency lights and fog horn,
one. Its power now depends on winding its springs loudspeaker, headlights, luxurious decor, code flags,
without the need of an external source for its energy. internal pipe communication system, tow cable, or wet
A clockwork power source takes up 2 hard slots and bar. A machine need not acquire accessories that are
would have a Purchase DC of 24 but the City Fathers implied by its other capabilities; a machine with sailing
can build their own with a Craft (mechanical) project water travel can be assumed to have appropriate rigging.
at DC 20. This power source will hold 45 charges It also need not acquire accessories that are ubiquitous,
and have a delivery rate of 5 charges, with rewinding like a handle in a firearm.
as a method for renewing the power source’s charges Costs: 1 CP per 3 accessories. The Games Master
at a rate of 5 charges per full round of recovery. determines whether an accessory consumes 1-3 charges

241
141.157.188.166
Special Features
Type Special Features
Any Accessories, Additional Hard Slot, Armour Plating, Energy Conservation, Energy Weapon,
Extra Charge, Feat, Increased Range, Magic Effect, Power Converter, Basic Remote
Control, Advanced Remote Control, Self-Destruct, Speech, Sturdy, Limited Sentience, Full
Sentience, Skill Assist, Skill Use, Summonable, Tesla Field, Voice Recognition
Automata Ability Increase, Accuracy, Aerial Movement, Booster, Burrowing Movement, Chameleon
Field, Combat Programming, Defensive Manoeuvres, Electrokinetic Field, Extra Arm,
Extra Head, Fast, Firing Ports, Greater Damage, Hangar, Horizontal Frame, Jumping,
POWER OF STEAM

Miscellaneous Limb, Natural Weaponry, Ranged Attack, Reaching, Swerving Hips,


Underwater Movement, Voltaic Claws, Wall-Crawling, Water Movement, Weapon
Mounting, Concealed Weapon Mounting
Equipment Ergonomic, Light Use, One-Handed Use, Skill Assist, Two-Handed Use, User-Friendly,
Worn/Carried Use
Personal Weapons Damaging, Ergonomic, Greater Damage, Harmful, Light Use, One-Handed Use,
Reaching, Two-Handed Use, Worn/Carried Use, Ranged Attack, User-Friendly
Structures Chameleon Field, Concealed Weapon Mounting, Electrokinetic Field, Extra Arm, Firing
Ports, Hangar, Rooms, Sealed Environment, User-Friendly, Weapon Mounting
Vehicles Aerial Movement, Aetheric Movement, Agile, Booster, Burrowing Movement, Chameleon
Field, Concealed Weapon Mounting, Ejection Seat, Electrokinetic Field, Extra Arm, Extra
Leg, Fast, Firing Ports, Hangar, Jumping, Manoeuvrable, Rooms, Sealed Environment,
User-Friendly, Underwater Movement, Wall-Crawling, Water Movement, Weapon
Mounting
Vehicle and Artillery Accuracy, Damaging, Greater Damage, Harmful, Reaching, User-Friendly
Weapons

upon operation but most are taken care of by the Aerial Movement
machine’s ordinary fuel consumption.
(Automata, Vehicle)
The machine has a method for flying across the sky.
Accuracy Description: The machine gains a mode of flying, with
(Automata, Personal Weapons, the same speed as its base speed and a manoeuvrability
Vehicle and Artillery Weapons) corresponding to its size. Automata gain the
The machine’s attacks benefit from its precise manoeuvrability mode of a vehicle of the same size. Upon
instruments. installing this feature, select one of the following methods
Description: The machine gains a +1 competence bonus of flight:
to attack rolls.
Costs: 3 CP.  Glider: The machine moves by the strength of
the wind. Its manoeuvrability is one mode worse,
Additional Hard Slot (any) although its score remains the same. A glider
The automaton was built to have a greater capacity for requires no fuel or power source, but it requires a
special features and options. successful Pilot check (DC 15) to take off. Take-
Description: The machine adds one additional hard slot off and landing require a landing strip of at least
to its total; the CP cost for an additional hard slot varies 100 feet. Gliding flight costs 5 CP and takes up 1
depending on the machine’s size. Each additional hard HS.
slot imposes a -1 circumstance penalty to manoeuvrability  Propeller: The machine moves by the action of a
and attack rolls. propeller placed in the front or back and has fixed
wings. This is the standard method of flight and
Size CP cost uses all the base characteristics of the machine. It
Fine 1 also requires a landing strip. Propelled flight costs
Diminutive 1 6 CP and takes up 1 HS.
Tiny 1  Airship: This method involves hanging the
Small 2 machine from a balloon filled with gas or hot air.
Medium 2 The inventor may choose which option to use.
Large 2 The machine derives its HD/SD, manoeuvrability
Huge 3 and turn rate from its size but its dimensions, size
Gargantuan 3 modifier to DV and speed correspond to those
Colossal 3 of a machine one size category larger, to account
Leviathan 4 for the gas bag. An airship can take off and land
242
141.157.188.166
vertically, without the need for a landing strip. Skills: Knowledge (occult sciences) +5 (planar travel),
Airship flight costs 6 CP and takes up 2 HS. Knowledge (physical sciences) +5 (space travel); Craft
 Gyrocopter: The machine has wings that rotate (mechanical and expression) +5.
by the action of its movement. It has the same Costs: Varies; 3 charges per hour.
characteristics as propeller-based flight but it
requires a landing strip of only 50 feet in length. Agile (Vehicle)
Gyrocopter flight costs 7 CP and takes up 1 HS. The machine is designed so that either its operator or itself
 Ornithopter: The machine’s wings beat and move may react better to changes of movement.
to simulate the movements of a bird in order to

POWER OF STEAM
Requirements: A manoeuvrability score.
achieve flight and manoeuvrability. Ornithopters Description: The machine’s manoeuvrability score
cannot be Gargantuan, Colossal or of Leviathan increases by +2 and its acceleration and deceleration
size. An ornithopter gains a +1 to its DV because rates increase by 20%. This special feature can be chosen
of its wild movements during flight but imposes a multiple times, each time it adds an extra +2 bonus and
-1 penalty to Concentration checks by characters 20% increase to the original rates. It costs the same
on board. An ornithopter only requires 20 feet of amount of CP but the skill checks remain the same.
running start to fly, not necessarily on a landing If an automaton has a movement mode that gives it a
strip. Ornithopter flight costs 8 CP and takes up manoeuvrability score, it can install this feature as well.
2 HS. Skills: Knowledge (physical sciences) +2; Craft
(structural) +2.
Skills: Knowledge (physical sciences) +2; Craft (structural Costs: 2 CP.
or mechanical) +3.
Costs: Varies; 3 charges per hour. Armour Plating (any)
The armour plating covering the machine is stronger than
Aetheric Movement (Vehicle) normal.
The machine can travel to other dimensions or to outer Description: The machine’s armour or hardness is
space. increased by +1. This feature can be chosen multiple
Requirements: Sealed Environment (life support), a times; each instance increases the CP but not the Craft
telluric power source in the case of planar travel, or any (structural) modifier.
other power source in the case of space travel. Skills: Craft (structural), DC 10 +1 per bonus to
Description: The machine gains a mode of travelling hardness or armour.
through the aether. Upon installing this feature, select Costs: 1 CP; 1 HS per full +4 bonus.
one of the following methods of propulsion:
Booster (Automata, Vehicle)
 Planes of Existence: The machine can travel to the The machine can accelerate greatly for short periods of
Etheric and Astral Planes, vibrating itself and all its time.
occupants there and back. It may be able to find Description: A booster is any system that gives a machine
gates to otherworlds and cross them but this is still a temporary ‘kick’ of speed, such as special treated coal
the subject of much speculation and exploration. that burns in a steam engine with a greater heat. A
It requires 10 charges to vibrate from one plane to booster will only affect one type of movement: air, land,
the other but once there, its movement is the same water, underwater, or aetheric flight. A machine can take
as its base speed. If stranded, travellers must find different boosters for different movement types, however.
their own way back home. Planar travel costs 10 Boosters provide an increase in speed for 1 hour per day,
CP and takes up 1 HS. although the duration need not be consecutive. Boosters
 Space: The machine can abandon the planet increase a machine’s speed by 20%. This feature can be
to traverse the aether between worlds. It takes chosen up to five times. Each time it is chosen, boosted
8 charges per round to blast off the planet for speed increases by another 20% of the original speed.
5 continuous rounds and 4 charges to land for Skills: Knowledge (physical sciences) +1; Craft (chemical
another 5 continuous rounds, in addition to or mechanical) +2.
which a Pilot check is needed at DC 15. Once in Costs: 2 CP; 4 charges; 1 HS.
space, its movement is the same as its base speed.
Space travel costs 6 CP and takes up 3 HS.
 Time: This method of travel is open for Burrowing Movement
experimentation and research. The Games Master (Automata, Vehicle)
assigns CP, charges and HS costs as he deems The machine can burrow through the earth.
appropriate for his setting. He may also design Requirements: Sealed Environment (life support)
the rules of time travel. (vehicle only), Sturdy.
Description: The machine gains a burrow speed equal
to half its walking speed. It cannot burrow through solid

243
141.157.188.166
rock but it can drill through worked stone at half its Description: The construct can attempt to fight
burrowing speed. defensively, engage in full defence or aid another, as
Skills: Knowledge (earth and life sciences) +2; Craft described in pg 174, without outside direction.
(structural or mechanical) +4. Skills: Knowledge (tactics) +1.
Costs: 6 CP; 4 charges per hour; 4 HS. Costs: 1 CP.

Chameleon Field Ejection Seat


(Automata, Structures, Vehicles (Vehicle)
The machine can blend with its surroundings. Operators can escape from a doomed vehicle.
POWER OF STEAM

Requirements: An electrical or telluric power source. Description: A spring- or explosive-based escape system
Description: Upon its activation as a standard action, this allows the crew to eject from a damaged machine. It is
feature grants the construct three-quarters concealment possible that not all of the crew will be equipped with
(30% miss chance) for 1d6 rounds. The machine can this system. As a free action, the character sitting in an
activate this effect three times per day. ejector seat may eject at any time. Any canopy or rooftop
Skills: Knowledge (physical sciences) +4; Craft is opened clear by a coordinated system and the seat
(expression) DC 15. launched at least 20 feet into the air. On the next round,
Costs: 2 CP; 1 charges per round. a parachute unfolds, carrying the occupant down to the
ground. The ejected character may make a Pilot check
Combat Programming (DC 20) to guide the parachute to a specific place within
(Automata) 100 feet of the vehicle. If the occupant has no Pilot skill,
The automaton is capable of sophisticated combat or fails, the Games Master randomly determines where he
manoeuvres. lands. Make a Reflex saving throw (DC 10, or DC 15 if
Requirements: Limited or Full Sentience. landing in woods, mountain, or urban areas; +5 DC if
Description: The automaton can attempt special dropping from aetheric heights) to avoid falling damage.
fighting techniques without direction, such as flanking, Skills: Craft (mechanical) DC 12.
charging, tripping, trying to overrun and bull rushing an Costs: 1 CP; 1 charge.
opponent.
Skills: Knowledge (tactics) +2; Craft Electrokinetic Field
(expression) +2. (Automata, Structures, Vehicle)
Costs: 2 CP. The machine is protected by a crackling aura of
electrokinetic force.
Damaging Requirements: Electric or telluric power
(Personal Weapons, Vehicle source.
Description: The machine projects a
and Artillery Weapons) protective field that absorbs incoming
The weapon has a chance to
damage from weapons and energy
inflict grievous damage.
attacks. An electrokinetic field
Requirements: Damage die
provides 3 extra hit points that
(hit or structure point) must be
absorb damage if the machine
1d6 or greater.
is hit. Damage is first applied
Description: A weapon with
to the electrokinetic field,
this feature increases its critical
before armour is subtracted.
damage multiplier by +1; thus x2
The field can be raised or
becomes x3, x3 becomes x4 and
dropped as a free action but only
so on. This special feature can be
one of each may occur during
purchased a maximum of twice but
a single round. It consumes
the multiplier cannot be raised to
its cost in charges every round
greater than x4.
it stays up. An electrokinetic
Skills: Craft (structural or
field can quickly recover if left
mechanical) +2.
undisturbed. It recovers 1 hit
Costs: 2 CP.
point per round for a Medium
machine or smaller, 2 hit points
Defensive Manoeuvres if Large or Huge and 3 hit
(Automata) points if Gargantuan, Colossal or
The construct knows how to defend itself better Leviathan. The field may not recover hit points
in battle by blocking, parrying and dodging. in any round on which it took damage, whether it
Requirements: Limited or Full Sentience, Combat is ‘up’ or not. This feature may be chosen more than
Programming. once. Each time, the field’s hit points increase by 3 but
the skill modifiers are unchanged.
244
141.157.188.166
Energy Weapon
Energy
Weapon Effect Damage Saving Throw CP HS
Acid 5 ft. x 20 ft. 2d4 (initial), 2d4 automatic for 3 Reflex half (DC 15) 4 1
additional rounds
Cold Cone 20 ft. 6d6 Reflex half (DC 15) 4 1
Electrical 5 ft. x 60 ft. 6d6 Reflex half (DC 15) 4 1
Fire Cone 20 ft. 6d6 Reflex half (DC 15) 4 1

POWER OF STEAM
Gas 10 ft. x 10 ft. 1d4 temporary Con (initial), Fortitude negates 6 2
in front unconsciousness for 1d4 minutes (DC 17)
(secondary)
Sonic Cone 30 ft. 2d6, plus deafened for 2d6 rounds Fortitude partial 4 1
radius (DC 17)

Skills: Knowledge (physical sciences) +3; Craft Skills: Craft (mechanical) +2.
(mechanical or expression) +4. Costs: 3 CP; 1 HS.
Costs: 2 CP; 2 charges per round; 1 HS.
Extra Charge (any)
Energy Weapon (any) The power source has more capacity than usual.
The machine can shoot a jet or cone of a particular form Requirements: An internal power source.
of energy or matter. Description: This feature alters the engine of a machine,
Description: The machine can launch a special attack optimising so that its maximum capacity is 20% higher
of one of six forms: acid, cold, electrical, fire, gas or than the original. This option can be taken up to five
sonic. These are the most common forms of attack, but times, each time adding another 20% of the original
the player can come up with new ones with the Games capacity.
Master’s approval. Skills: Knowledge (technology) +2; Craft (structural)
Skills: Knowledge (physical sciences) +2; Craft +4.
(mechanical) DC 15 + CP cost. Costs: 4 CP; 1 HS.
Costs: Varies; 5 charges.
Extra Head (Automata)
Ergonomic The inventor designed the automaton with one extra
(Equipment, Personal Weapons) head, increasing its perception.
The machine accommodates well to a wielder’s grip and Description: The construct has a +1 enhancement bonus
movements. to initiative, and every round it can roll a Reflex saving
Description: Upon installation, the machine grants throw to avoid being flanked, with a DC of 10 + enemy’s
a +2 bonus to the wielder’s Strength, his Dexterity or character level or HD. This feature can be chosen more
his Constitution. This bonus is applicable only to than once at normal costs.
tasks involving the machine in question. For example, Skills: Craft (mechanical) +3.
an ergonomic crossbow would confer its bonus to the Costs: 3 CP; 1 HS.
wielder’s Dexterity while it was being used to fire a bolt
but not while the wielder was attempting to move silently. Extra Leg (Automata, Vehicles)
This feature can be chosen up to twice. Each time the CP The inventor designed the machine with one extra leg,
costs stack but the skill DC modifiers and the hard slot increasing its stability.
remain the same. Requirements: Must have a walk speed based on legs.
Skills: Craft (structural) +4. Description: The construct gains a +4 stability bonus
Costs: 2 CP; 1 HS. to Balance checks and against bull rush attacks and other
effects that might throw it off balance. This feature can be
Extra Arm chosen more than once at normal costs.
(Automata, Vehicles, Structures) Skills: Craft (mechanical) +2.
The inventor designed the machine with one extra arm Costs: 4 CP; 1 HS.
(or one arm if there were none originally), increasing its
number of actions. Energy Conservation (any)
Description: The machine has an extra off hand and can The machine can be turned off to conserve energy.
perform one extra standard action at –5 to every roll with Requirements: The machine must have a feature that
it. An operator, either inside the machine or using remote drains charges over time, such as ‘1 charge per hour’.
control, must control the arms of the vehicle or structure; Cannot have a work power source.
all arms end in hands. This feature can be chosen more Description: When the machine is turned off, it shuts
than once at normal costs. down completely and does not spend any charge to
245
141.157.188.166
power its functions, keeping fuel or battery. Turning the Feat (any)
machine back on requires a move action, and the machine The machine can perform a feat, or grants its user the
is fully operational within 1d4 rounds. ability to perform one.
Skills: Craft (mechanical) +1. Requirements: Varies; see text.
Description: When adding this feature, the creature must
External Power Source (any) select whether a feat is available for the machine’s use, or
The machine’s power source is located somewhere other for its user. Adding a feat for the user is similar to the Skill
than within its body. Assist feature and has no requirements. If the machine
Description: Instead of using up the machine’s hard will benefit from the feat, it must meet all prerequisites
POWER OF STEAM

slots, the power source is located outside and is connected involving the possession of other feats (which must be
by pipes, cables or other sorts of conduits. The external purchased separately) but may ignore other prerequisites
engine is one or two size categories smaller than the that do not involve a minimum Wisdom or Charisma
machine it powers. A creature can carry on its back an score. Automata may never possess feats with a Wisdom
engine that is one or more size categories smaller but or Charisma score prerequisite.
for larger power sources a cart or some other vehicle is Skills: Craft (mechanical) +3.
needed. A machine can travel as far from its power source Costs: 5 CP; 1 charge; 2 HS.
as the conduits allow. The conduits are vulnerable to
cutting; most conduits will have 2d6 hit points plus the
size modifier plus the material’s bonus hit points and the Installing OGL Feats
machine’s material’s hardness -2. If the conduits are cut, Not all feats are suitable for installation with the Feat
the machine has a number of charges left equal to the special feature. However, due to the sheer quantity
engine’s maximum output. of feats available in this book as well as from other
OGL products, making hard and fast rules and
Machine Size Engine Size CP Cost Range provisions for all of them would take up far too
Fine Fine 1 6 inches much space. General guidelines apply instead:
Diminutive Fine 1 9 inches
Tiny Fine 1 1 ft.  Only general feats can be installed.
Tiny Diminutive 2 5 ft. Metamagic, item creation and special feats
Small Diminutive 2 5 ft. depend on a character’s special abilities and
Small Tiny 3 10 ft. cannot be reproduced by machinery.
Medium Tiny 3 15 ft.  If the prerequisites include a rare racial,
supernatural or spell-like ability or a
Medium Small 4 20 ft.
spellcasting requirement, the feat cannot
Large Small 4 25 ft.
be installed, since that would fall into the
Large Medium 5 30 ft. purview of magic items.
Huge Medium 5 35 ft.  Combat feats like Weapon Focus, Cleave and
Huge Large 6 40 ft. so on should only be installed on weapons or
Gargantuan Large 6 45 ft. objects that could be wielded as weapons.
Gargantuan Huge 7 50 ft. There are exceptions of course, such as a
Colossal Huge 7 55 ft. vehicle having Trample.
Colossal Gargantuan 8 60 ft.  Machine feats cannot reproduce magic
Leviathan Gargantuan 8 65 ft. effects; there is a special feature for that.
Leviathan Colossal 9 70 ft.

Skills: Knowledge (technology) +2; Craft (structural) Greater Damage


DC 12 + CP cost. (Automata, Personal Weapons,
Costs: Varies. Vehicle and Artillery Weapons)
The machine’s attacks are more damaging than normal.
Fast (Automata, Vehicles) Requirements: The machine must have a base damage.
The machine is designed for speed. Description: Upon installing this feature, the machine’s
Description: The machine’s speed increases by 10 ft. base damage is increased by one extra die of the same
This special feature can be chosen multiple times. type. Thus a machine that deals 1d4 points of damage
Skills: Knowledge (technology) +8; Craft (mechanical) would deal 2d4 points. This feature can be chosen up to
+8. four times; each time the CP costs stack, but the skill DC
Skills: Knowledge (physical sciences) +2; Craft modifiers and the hard slot remain the same.
(mechanical) +3. Skills: Craft (structural) +2.
Costs: 4 CP. Costs: 3 CP; 1 HS.

246
141.157.188.166
Hangar (Automata, Description: A machine with this feature increases
its range by a half. All pertinent abilities enjoy this
Structures, Vehicles) improvement, such as remote control, vision range,
The machine can host and launch smaller machines.
ranged attacks and so on.
Requirements: Gargantuan size or larger.
Skills: Craft (mechanical) +2.
Description: Any portion of a machine’s cargo capacity
Costs: 2 CP; 1 HS.
can be designated as a hangar bay for storage of other
(smaller) machines. A machine can host one machine
of one size smaller, two machines of two size categories Jumping
(Automata, Vehicles)

POWER OF STEAM
smaller, four of three size categories smaller and so on.
The CP cost represents the hangar bay’s opening size and The machine can make high jumps.
what size of machine can fit through it, regardless of how Description: The machine can make very high, unaided,
many can fit inside. vertical jumps but cannot actually fly. It may use explosive
Skills: Craft (structural) +4. jets, powerful leg muscles or some similar contrivance to
Costs: 1 CP (Fine), 3 CP (Diminutive), 5 CP (Tiny), gain a +5 bonus to Jump checks. This special feature can
10 CP (Small), 15 CP (Medium), 20 CP (Large), 25 CP be chosen up to three times. The effects stack with one
(Huge), 30 CP (Gargantuan) or 60 CP (Colossal). CP; 4 another.
HS. Skills: Craft (mechanical) +2.
Costs: 3 CP; 3 charges per jump; 2 HS.
Firing Ports (Automata,
Structures, Vehicles) Land Movement
The machine allows passengers to attack on their own. (Automata, Vehicles)
Requirements: Space devoted to passengers or The machine has a method for moving on solid surfaces.
occupants. Description: Upon installing this feature on a vehicle
Description: The machine has one or more firing ports, as a base option, the inventor decides whether to make
sufficient to let passengers fire out of the machine with the movement based on wheels, treads, legs or hovering
their own ranged weapons. The firing ports provide nine- levitation. Automata start with the ‘legs’ version
tenths cover, the equivalent of arrow slits. automatically. Changing an automaton’s movement
Costs: 1 CP per 3 firing ports. mode, such as by providing it with wheels in preference
to legs, requires that the creator install this special feature
Harmful (Personal Weapons, as a base option.
Vehicle and Artillery Weapons)  Wheels: This is the standard medium of land
The weapon is more likely to cause greater damage. travel. Each wheel above four grants the vehicle
Description: A weapon with this feature increases its or automaton a +1 bonus to manoeuvrability.
critical damage threshold by 1; thus 20 becomes 19-20, A vehicle cannot have more than 8 wheels or
19-20 becomes 18-20 and so on. This special feature can tyres. Two wheels cost 1 CP, plus 1 CP for every
be purchased a maximum of three times but the threshold additional wheel.
cannot be raised higher than 17-20.  Treads: These are jointed strips of metal connected
Skills: Craft (structural or mechanical) +2. in a continuous tread, allowing the wheels to
Costs: 3 CP. literally carry a road with them. Treads reduce a
vehicle’s turn rate by half and grant a +2 stability
Horizontal Frame bonus to manoeuvrability, while they increase an
automaton’s base speed by 10 ft. Treads cost 3
(Automata)
CP.
The automaton stands on four legs, not two.
 Legs: Automatons move through lifelike
Requirements: This special feature can only be installed
movements with their legs and vehicles mimic
as a base option.
that. Legged vehicles have a standard of two legs
Description: The automaton gains a +4 stability bonus
and have no turn rate. An inventor can add more
against bull rush attacks and other effects that might
legs to a legged vehicle through the Extra Leg
throw it off balance. It also increases its walk speed by
special feature. A pair of legs costs 4 CP.
10 feet. This feature is used to simulate the shape of a
 Hover: Instead of moving on the ground, a hover
four-legged creature. The construct loses the ability to
vehicle floats above it. The vehicle’s turn rate
manipulate objects, so it cannot install features that rely
increases by half but it suffers no penalties for
on hands or holding objects.
difficult terrain and may travel over liquids; see A
Costs: 1 CP; -2 HS.
World of Adventure on pg 166. A hover vehicle
requires a telluric energy source. A hover system
Increased Range (any) costs 6 CP and takes up 1 HS.
The machine can extend its effects over greater distances.
Requirements: An ability, skill or special feature that Costs: Varies; 1 charge per hour; 1 HS (hover only).
works over distance.
247
141.157.188.166
Miscellaneous Limb
Miscellaneous Min. Size Effect
Limb
Long neck Tiny Reach for Tiny, Small, Medium and Large creatures increases by 5 ft. Reach for
Huge, Gargantuan and Colossal creatures increases by 10 ft.
Larger torso Small Choose one: Armour increases by +1, Strength score increases by +3, crawl
speed if No Legs deficiency is chosen.
Tail Fine Choose one: Extra slam attack, swim speed same as walk speed, or +2 stability
POWER OF STEAM

bonus.
Fins / flippers Diminutive Swim speed same as walk speed plus 10 feet.

Light Use Magic Effect


(Equipment, Personal Weapons) Magic Effect CP Charges HS
The machine is light and easy to use. Trivial 3 2 1
Requirements: This special feature can only be installed Minor 6 4 2
as a base option. Moderate 9 6 3
Description: The machine is considered a light weapon Major 12 8 4
for purposes of handling by creatures of the weapon’s Extreme 15 10 5
designated size. Weapons have a base damage equal to a
weapon one size smaller. Costs: See table.
Costs: -1 CP; 1 HS.
Miscellaneous Limb
Manoeuvrable (Vehicles) (Automata)
The machine is designed so as to move with more grace. The inventor designed the machine with an extra set of
Requirements: A manoeuvrability mode. miscellaneous limbs, increasing its actions or movement.
Description: The machine’s manoeuvrability mode Requirements: Must be of a certain minimum size; see
increases to the immediately superior mode. This special table.
feature can be chosen up to twice. If an automaton has Description: The construct gains certain abilities or
a method of movement that gives it a manoeuvrability increases existing ones, depending on the limb chosen.
mode, it can install this feature as well. This feature can be chosen multiple times, once for each
Skills: Knowledge (physical sciences) +2; Craft type of limb. If a limb has more than one possible effect,
(structural) +2. the limb can be chosen again to select an additional effect
Costs: 3 CP. for that limb, costing additional CP but taking up no
additional HS.
Magic Effect (any) Skills: Craft (mechanical) +2.
The machine can mimic the effects of magic. Costs: 5 CP; 2 HS.
Requirements: Telluric power source.
Description: The machine can act in a manner similar Natural Weaponry
to a conduit, for which see pg 297. The inventor must
(Automata)
either know magic or hire someone who does, as the
The automaton is equipped with a ‘natural’ weapon like
telluric circuitry must be etched in the most appropriate
horns, claws, a barbed tail or some similar monstrous
pattern for the desired effect. The one responsible for
contrivance.
the magic effect designs the ritual according
to the rules for magic, for which see pg 277.
The magician or inventor etches the telluric Fangs, Claws, Horns, antlers,
circuitry with the Craft (expression) check and tusks and stings, limb head ridges and
then performs the ritual on it. Note that if Size the like spines similar
the circuitry is made with arcrystal, the Ritual Fine - - 1
check’s DC decreases by -4 but the Craft Diminutive - 1 1d2
check’s DC remains unchanged. The CP cost Tiny 1 1d2 1d3
depends on the ritual effect’s scope, as do the Small 1d2 1d3 1d4
charges it consumes with every use in the case Medium 1d3 1d4 1d6
of instantaneous durations, or for every 5 time Large 1d4 1d6 1d8
units in the case of timed durations. Huge 1d6 1d8 2d6
Skills: Ritual DC as per the ritual; Craft Gargantuan 1d8 2d6 2d8
(expression) DC equal to the ritual effect’s Colossal 2d6 2d8 4d6
+5.
Leviathan 2d8 4d6 5d6
248
141.157.188.166
Requirements: The automaton must have an appropriate reaction that propels the projectile forward at
limb on which to install the natural weapon. great speeds. The reaction can be a detonation
Description: The construct gains a bite, gore, sting, or such as those found in firearms, magnetic polarity,
other natural attack, chosen from the table on page 248. or even telekinetic power or invocation magic
This feature can be chosen multiple times, once for each effects, although the last two must be provided for
type of weapon. Natural weaponry from secondary limbs separately. A projectile weapon’s maximum range
suffers a –5 penalty to attack rolls, which can be reduced is 10 range increments and its critical multiplier is
to –2 with the Multiattack feat installed via the Feat Assist increased by +1.
feature.  Energy: Instead of shooting a physical projectile

POWER OF STEAM
Skills: Craft (structural or mechanical) +2. by whichever means, the weapon projects energy
Costs: 3 CP; 1 HS. in a line (fire, electricity) or a cone (cold, sonic).
An energy weapon’s maximum range is 8 range
One-Handed Use increments, and it spends charges from a power
(Equipment, source.
Personal Weapons) Skills: Knowledge (technology) +1 for thrown, +2 for
The machine can be used in one hand. projectile, +3 for ballistic, +5 for energy; Craft (structure)
Requirements: This special feature can only be installed +1 for thrown, Craft (mechanic) +2 for projectile, +4 for
as a base option. ballistic, +6 for energy.
Description: The machine is considered a one-handed Costs: 2 CP; 1 charge for projectile and ballistic, 2
weapon for purposes of handling by creatures of the charges for energy; 1 HS for ballistic, 2 HS for energy.
weapon’s designated size.
Costs: 0 CP; 0 HS.
Reaching (Automata,
Power Converter (any) Personal Weapons,
The machine can produce electrical effects. Vehicle and Artillery Weapons)
Requirements: Any power source but electric. The machine’s melee attacks can strike at targets steps
Description: The power converter transforms the force further away.
of any power source into electrical energy. The machine Requirements: For melee attacks only.
can install special features that require an electrical power Description: A machine with this feature increases its
source. The final effect is slightly less efficient than if the reach by 5 feet. This special feature can be chosen twice.
machine had an electric power source to begin with; all Skills: Craft (structural) +1.
electrical features cost 1 additional charge to activate or Costs: 1 CP; 1 HS.
maintain.
Skills: Craft (mechanical) +2. Remote Control,
Costs: 2 CP; 1 HS. Advanced (any)
The machine can be operated from a distance with greater
Ranged Attack reliability.
(Automata, Personal Weapons) Description: As Basic Remote Control, but the machine
The machine’s base attack can be performed over a requires less supervision. The operator can also do other
distance. things at the same time, including operating his own
Description: For weapons, this feature can only be machine, or controlling more than one advanced remote
chosen as a base option; automata can install it as a special control machine. If he divides his concentration in this
feature and have a range increment equal to a weapon of way, the character suffers a cumulative -2 penalty on all
their size. Upon choosing this feature, the creator defines actions for each machine being remotely controlled.
which type of ranged attack the machine can perform: Skills: Knowledge (physical sciences) +2; Craft
(expression) +5.
 Thrown: The automaton or wielder throws the Costs: 10 CP.
weapon with muscular force. Its maximum range
is 5 range increments. Remote Control,
 Projectile: The weapon shoots projectiles, which Basic (any)
must be reloaded manually. The mechanism The machine can be operated from a distance.
can be simple tension for bows and crossbows, Requirements: Electrical or telluric power sources.
pneumatic pressure for high-power blowguns, or Description: An operator controls the machine from
spring mechanisms for small ballistae, catapults outside, by means of a control system up to 200 feet away.
and their ilk. A projectile weapon’s maximum Doing so requires the operator’s full attention. He cannot
range is 10 range increments. do anything else, just as if he was actually inside the
 Ballistic: The weapon shoots projectiles, which machine and operating it. This also means the operator
must be reloaded manually, via some force can only run one machine at once. This method uses
249
141.157.188.166
the operator’s statistics as if he was aboard the machine be treated at a time. For hospital facilities, buy
and controlling it. The creator must specify whether the multiple sick bays. Costs: 3 CP, 1 HS.
control system is located in another machine, a base, or  Workshop: This fully equipped machine shop
a hand-held apparatus. A machine operated by remote includes a variety of specialised tools and spare
control has a +1 to its Malfunction threshold. If the parts. It grants a +3 equipment bonus on Repair
machine has a crew requirement, a team equal in size to checks for mechanical devices and lets character
that requirement must be used to control it. This feature make Craft (mechanical), Craft (expression), or
can be chosen multiple times; each time it adds 200 feet to Craft (structural) checks without penalty. Costs: 3
the control range, up to a maximum of 1,000 feet. CP, 2 HS.
POWER OF STEAM

Skills: Knowledge (physical sciences) +1; Craft


(expression) +3. Skills: Craft (structural) DC 12 + CP cost + HS (one
Costs: 5 CP. check per room).
Costs: Varies.
Rooms (Structures, Vehicle)
The machine has internal habitation areas. Sealed Environment
Requirements: Colossal or Leviathan size. (Vehicle, Structures)
Description: An inventor can build specialised rooms Climate Life Support
inside his machine, occupying a different number of hard Size Control CP CP
slots and costing different CP.
Fine - Medium 1 3
Large 2 6
 Kitchen: Meals may be prepared aboard the
machine, providing room for two cooks to work. Huge 3 9
The designer must invest in multiple kitchens for Gargantuan 4 12
larger facilities. Costs: 1 CP, 1 HS. Colossal 5 15
 Conference Room: Meetings are held in this room. Leviathan 6 18
Costs: 1 CP, HS cost according to number of
occupants. The occupants of a machine can live comfortably while
 Science Lab: This fully equipped science lab gives hostile conditions rage outside.
a +2 equipment bonus to any relevant scientific Description: There are two sorts of sealed environment
Knowledge or Research check. Two scientists can features. Each of them has different costs for different
work at a time; for larger facilities, buy multiple machine sizes. Climate control allows the occupants to
labs. Costs: 3 CP, 1 HS. be comfortable in a wide variety of temperatures, ranging
 Sick Bay: A fully equipped sick bay has surgical from arctic to sweltering jungle. With life support, the
and diagnostic features and allows 2 people to machine can operate in the aether, at high altitudes,
underwater or on a world without
breathable air. Any occupants have
their own oxygen supply, which lasts
as long as the machine operates. Life
support includes climate control.
Skills: Knowledge (physical sciences)
+2; Craft (structural or mechanical)
+2.
Costs: Varies; 2 HS.

Self-Destruct (any)
The machine can blow itself up.
Description: The construct can
destroy itself in a fiery explosion that
deals damage to all creatures within
60 feet. The machine activates its self-
destruct mechanism when reduced
to 0 hit points, when a particular
control is employed or when it is
ordered by other means; see the Voice
Recognition feature. A manually
operated self-destruct mechanism has
a timer that the operator sets between
0 (if suicidal) and 6 rounds. The

250
141.157.188.166
damage for machines with Hit or Structure Dice is 1d6 Skill Use (any)
points of damage per HD or 1d8 per SD; for machines The machine can perform tasks on its own.
with only hit and structure points, the damage is equal Requirement: Limited or Full Sentience.
to twice the machine’s hit points or triple its structure Description: This feature gives the machine 2 ranks in a
points. A successful Reflex saving throw (DC 18) halves certain skill, which it can use to perform any task related
this damage. The construct is completely destroyed and to the skill. This feature can be purchased multiple times,
cannot be repaired or even salvaged for parts. either by choosing a different skill or increasing an existing
Skills: Craft (structural) +1. one’s ranks by an extra 2 without a maximum limit; the CP
Costs: 2 CP; 4 charges; 2 HS.

POWER OF STEAM
cost increases but the skill check modifier and HS remain
the same for each skill regardless of its bonus. Machines
Sentience, with Limited Sentience can perform a task for 1d4 rounds
Limited (any) plus one round per rank in the skill; machines with Full
The machine is possessed of artificial intelligence of some Sentience can use their skills as if they were characters.
sort. Skills: Craft (mechanical) +2
Description: The machine has an analytical engine that Costs: CP cost varies (see table); 1 charge per use; 1 HS.
allows it to operate on its own but it has no self-initiative.
It can be given orders or programmed with directives but Skill Assist and Skill Use
obeys in a slavish, unimaginative fashion. The machine has Skill Skill
no emotions or desires. A machine with limited sentience Skill Assist Use CP
will have a Wisdom score of 10 and a Charisma score Balance Yes Yes 2
of 1. It may never exceed this. Machines with limited Climb Yes Yes 1
sentience have a virtual Intelligence score of 10, which can
Craft (chemical) Yes Yes 2
be raised to 20 through the Craft (expression) skill after
Craft (mechanical) Yes Yes 2
it is finished, as described in the Craft (expression) skill
description. Craft (pharmaceutical) Yes Yes 2
Skills: Knowledge (technology) +2; Craft (mechanical or Craft (structural) Yes Yes 2
expression) DC 20. Craft (expression) Yes Yes 3
Costs: 3 CP; 1 charge per day; 1 HS. Decipher Script Yes Yes 4
Disable Device Yes Yes 4
Sentience, Disguise No Yes 3
Full (any) Drive Yes Yes 1
The machine has a fully sentient mind of its own. Escape Artist Yes No 2
Description: The machine is capable of exercising (or at Gather Information Yes No 3
least simulating) self-initiative and creativity but remains Handle Animal Yes No 3
loyal to the character that owns it unless the creator Hide Yes Yes 3
programs it otherwise. A machine with full sentience has Intimidate Yes No 3
Intelligence, Wisdom, and Charisma scores of 10 and may Jump Yes Yes 1
increase them with special features. Listen Yes No 2
Skills: Knowledge (technology) +4; Craft (mechanical or Move Silently Yes Yes 2
expression) DC 25.
Navigate Yes Yes 2
Costs: 8 CP; 1 charge per day; 2 HS.
Perform Yes Yes 3
Pilot Yes Yes 1
Skill Assist (any) Profession Yes Yes 2
The machine is a tool that helps its user perform certain
Repair Yes Yes 1
tasks better.
Description: This feature gives the machine a +2 bonus to Ride Yes No 2
a certain skill, which it imparts to its user’s corresponding Search Yes No 3
skill checks. This feature can be purchased multiple times, Sense Motive Yes No 4
either by choosing a different skill or increasing an existing Sleight of Hand Yes Yes 1
one’s bonus by an extra +2 up to a maximum of +10; the Spot Yes No 2
CP cost increases, but the skill check modifier and HS Survival Yes No 2
remain the same for each skill regardless of its bonus. The Swim Yes Yes 1
HS cost represents any protrusions, tools and gadgets that Treat Injury Yes No 3
the machine needs to perform the skill. Tumble Yes Yes 2
Skills: Craft (mechanical) +1. Use Rope Yes Yes 1
Costs: CP cost varies (see table); 1 charge per use; 1 HS.

251
141.157.188.166
Speech (any) Tesla Field (any)
The machine can speak with audible words. The machine electrocutes any that approach it.
Requirements: Limited or Full Sentience. Requirements: An electric power source.
Description: The automaton can talk through a system Description: The machine becomes highly charged
of bellows and funnels. The construct can speak Common with electricity, waiting only for something to ground its
and the language of its creator and gains two additional current. The machine spends the charges for the effect
languages for each time this ability is installed. every round. While this feature is active, anyone that
Skills: Knowledge (physical sciences) +1; Craft approaches within 30 feet of the machine attracts an
(mechanical) +5, Speak Language (the language to be electrical discharge that deals 4d6 points of damage, with
POWER OF STEAM

installed). a Reflex saving throw at DC 15 allowed for half damage.


Costs: 1 CP; 1 HS. The machine is insulated so that it does not shoot
lightning towards its occupants or wielders, although
Sturdy (any) everyone else is fair game.
The machine is more resistant to damage. Skills: Knowledge (physical sciences) +4; Craft
Requirements: Cannot be made from inert or living (mechanical) +5.
organic material. Costs: 5 CP; 5 charges; 2 HS.
Description: The machine gains 1 Hit Die or Structure
Dice or, if it does not have any, it gains +4 hit points or Two-Handed Use
structure points. (Equipment, Personal Weapons)
Skills: Craft (structural) +2. The machine must be used with two hands.
Costs: 2 CP. Requirements: This special feature can only be installed
as a base option.
Summonable (any) Description: The machine is considered a two-handed
The machine can be brought forth from apparently weapon for purposes of handling by creatures of the
nowhere. weapon’s designated size. Weapons have a base damage
Requirements: Telluric power source for machines of equal to a weapon one size bigger.
Large size or bigger. Costs: 1 CP; -1 HS.
Description: In contrast to what the name might imply,
magic is not always involved in this feature, although for Underwater Movement
big machines, it assuredly is. For Medium and smaller (Automata, Vehicle)
machines, the inventor has an option to make them The machine can move underwater.
capable of ‘folding’ into a smaller object, which a character Requirements: Sealed Environment (life support)
uses to ‘summon’ the machine. As an alternative, for (vehicles only), Water Movement; cannot be a sail vessel.
machines of all sizes, a telluric circuit is placed on an Description: The machine can sink beneath the water’s
object so that it can summon the machine linked to it by surface in addition to travelling on it.
magical means. In both cases, the user of the summoning Skills: Knowledge (physical sciences) +2; Craft (structural
control pushes the button or completes the circuit as a or mechanical) +4.
move action and the machine ‘appears’ in front of him in Costs: 4 CP; 2 charges per hour; 1 HS.
2d6 rounds. The summon control can be anything, from
a medallion to a piece of clothing or a suitcase into which
the machine folds. User-Friendly
Skills: Knowledge (physical sciences or occult sciences) (any except Automata)
+3; Craft (mechanical or expression) +6. The machine was designed for use by the uninitiated and
Costs: 8 CP; 5 charges per summoning or dismissal; 1 its controls are easy to read and operate.
HS. Description: The penalty for using this machine without
the necessary skill is reduced to -2. If the machine is a
Swerving Hips (Automata) weapon, it becomes a martial weapon, instead of an exotic
The automaton’s torso can rotate 360 degrees, widening one. Only weapons can choose this feature a second time,
its area of influence. in which case they become simple weapons.
Requirements: Basic Sentience, Combat Programming, Skills: Knowledge (technology) +1, Knowledge
Dex 13+. This special feature can only be installed as a (behavioural sciences) +8; Craft (mechanical or
base option. expression) +4.
Description: The construct can turn to face in any Costs: 2 CP; 1 HS.
direction as a free action. It cannot be flanked.
Skills: Craft (mechanical) +2.
Costs: 3 CP.

252
141.157.188.166
Voltaic Claws  Oars: One or more occupants move the machine
by rowing. Oar-based machines always have a
(Automata) work power source, requiring one rower for every
The automaton’s limbs can produce rippling arcs of
20 ft. of speed. Oar-powered movement costs 1
electricity.
CP.
Requirements: An electric power source.
 Sails: The machine moves by the strength of the
Description: By spending the indicated amount of
wind. Its manoeuvrability is one mode worse,
charges, the construct can conduct electricity from its
although its score remains the same. Sailing
power source directly to its fists, with small lightning arcs
vessels always have a wind/water power source.

POWER OF STEAM
travelling across its arms. A successful melee attack deals
If there are no winds, the machine cannot move.
+1d8 extra points of electrical damage in addition to the
Sail movement costs 2 CP and takes up 1 HS.
normal attack, discharging the effect. The automaton
 Mechanical: The machine moves by the action
can maintain the charge for 3 rounds plus its Strength
of rotating paddles, propellers or screws placed in
modifier; if he does not hit anything in that time, it
the back. Mechanically powered machines reduce
recovers all but one of the charges spent.
their turn rate by 10 feet. Mechanical movement
Skills: Knowledge (physical sciences) +3; Craft
costs 4 CP and takes up 2 HS.
(mechanical) +3.
Costs: 2 CP; 2 charges; 1 HS.
Skills: Craft (structural or mechanical) +2.
Costs: Varies; 2 charges per hour.
Voice Recognition (any)
The machine recognises command words.
Weapon Ability
Requirements: Basic Remote Control.
Description: When this feature is installed, the machine (Automata, Personal Weapons,
is capable of recognising spoken commands or sound Vehicle and Artillery Weapons)
cues. The creator sets up a command word or sound for The machine replicates the effect of magic qualities.
each of the machine’s functions, which it performs when Requirements: Skill Assist for Ritual (transformation);
anyone utters the word or makes the sound within 60 feet must be able to deal damage with itself.
of it. For an additional CP, the creator can increase the Description: One of the machine’s attacks can be
sophistication of the system so that it only recognises the equipped with a weapon ability from the Occult Items
commands coming from one voice or sound source. section regarding weapons and armour. The effects are the
Skills: Knowledge (physical sciences) +2; Craft same, although the sources are different.
(expression) +5. Skills: Craft (mechanical) +4.
Costs: 3 CP. Costs: CP cost equal to ability’s Purchase DC bonus x5;
1 charge per use or per round; 1 HS.
Wall-Crawling
(Automata, Vehicle) Weapon Mounting
The machine can climb like an insect. (Automata, Vehicle, Structures)
Requirements: Land Movement. The machine has weapons incorporated into its frame.
Description: The machine can use spikes, adhesive pads, An automaton usually mounts weapons on its arms or
or some other means to climb walls and ceilings as if it forearms but alternate limbs are also used.
were an insect. The machine gets +8 on all Climb checks, Requirements: Combat Programming (automaton
and may take 10 while climbing, even if threatened or only).
distracted. Description: A hard slot is devoted to a vehicle and
Skills: Knowledge (physical sciences) +2; Craft artillery weapon, or a mundane weapon of appropriate
(mechanical) +3. size. Mounted weapons must be of the same size
Costs: A number of CP equal to half the machine’s category as the machine and a machine can only mount
hardness or armour; 1 charge per round of wall or ceiling a maximum of three weapons. These weapons cannot be
movement; 3 HS. lost as they are part of the machine’s body. An automaton
is automatically proficient with weapons mounted on it.
Water Movement Vehicles must specify the fire arc of the vehicle; for which
see Vehicle Combat on pg 191. A turret mounting costs
(Automata, Vehicle) extra, while a boresight mounting costs less. A rotating
The machine has a method for travelling over water.
weapon mounting in a vehicle occupies 1 extra HS if it
Description: The machine gains a mode of skimming
is not a turret, making the weapon capable of targeting
over the water and other liquids, with the same speed as
anything in its fire arc.
its base speed. Upon installing this feature, select one of
Skills: Craft (mechanical) +1.
the following methods of propulsion:
Costs: 4 CP, 5 CP for a vehicle turret, 3 CP for vehicle
boresight; 1 HS, 2 HS if rotating.

253
141.157.188.166
Weapon Mounting, Concealed
Now comes the really exciting part. The City Fathers
(Automata, Vehicles, Structures) debate what they want their automaton, which by
One or more of the mounted weapons in the machine are this point they have christened as ‘Thunderstorm’,
hidden until they are needed. to do and select the appropriate special features to
Requirements: Weapon Mounting. install. First, they want it to have electrical attacks
Description: At the expense of one charge and as a in the form of Voltaic Claws, which take 2 CP and
free action, the machine can draw its weapons from its 1 HS. They also give it an Energy Weapon for
concealed mounting. The first time the machine attacks electricity, taking 4 CP, 1 HS and an independent
with a concealed weapon in a single encounter, it gains a
POWER OF STEAM

Craft (mechanical) check at DC 19. They need a


+1 surprise bonus to its attack roll. Power Converter, taking 2 CP and 1 HS to power
Skills: Craft (mechanical) +1. these options, though.
Costs: 2 CP; 1 charge; 1 HS.
Next, they add the functionality of flight with Aerial
Worn/Carried Use Movement, for which they select the ornithopter
(Equipment, Personal Weapons) option: Thunderstorm will flap its wings to take
The machine must be worn or carried in the body in order off. This takes 8 CP and 2 HS. They give serious
to be used. consideration towards enhancing their automaton’s
Requirements: This special feature can only be installed resistance and ability to enter combat. The result
as a base option. of this discussion is thickened armour with Armour
Description: The machine must be worn on some part Plating +5, for 5 CP and 1 HS. They also increase
of the user’s body. The possible locations for wearing or its Strength and Dexterity by 4 each, for 12 CP,
carrying are the following: allowing it to better defend itself in a battle and
inflict damage on its targets.
 Head (helmets, hats, goggles, visors)
 Neck (ties, pendants, medallions, torques) The City Fathers want their automaton to be able to
 Whole body (armour, full suit of clothing) fight for itself but do not need it to be particularly
 Back (backpacks, cloaks, jackets, coats) smart since it will always be in the presence of a
 Torso (harness, vest) human agent. Therefore, they add a simple analytical
 Arm (bracers, bracelets) engine to grant Limited Sentience, for 3 CP and 1
 Hand (ring, glove, gauntlet) HS and punch in some Combat Programming for
 Hip/Leg (trousers, harness, holster, belt) 2 CP. With their plans complete, the City Fathers
 Foot (footwear, ankle sheathes) realize that Thunderstorm lacks sufficient space for
all its intended features, so they build into the final
Costs: 1 CP; -1 HS. creation two Additional Hard Slots, for 4 CP and a
-2 penalty to manoeuvrability and attack.
Deficiencies
A creator can introduce deficiencies into his design on Berserk (any)
purpose, so as to reduce the overall costs of construction. A semi-sentient machine acquires a dangerous temper.
The values in CP and HS are always in the creator’s favour; Requirements: Limited or Full Sentience.
that is, instead of adding up to the total construction point Description: When the machine enters combat, there is a
cost and taking up hard slots, the deficiency subtracts from cumulative 1% chance each round that it will go berserk.
the CP cost and provides additional hard slots. Some of The uncontrolled machine attacks the nearest living
them also make the task of building the machine easier, creature, smashes some object smaller than itself if no
reducing the different Craft DCs. creature is within reach, or moves in a random direction to
Deficiencies
Type Deficiencies
Any Berserk, Flammable, Impedance, Noisy, Low Charge, Short-Range, Start-Up Time,
Unarmoured, Unskilled, Volatile, Vulnerability, Weak Spot
Automata Cumbersome, Clumsy, Hangar Queen, Inaccuracy, Lesser Damage, No Arm, No Hand,
No Land Movement, No Leg, Ponderous, Restricted Path
Personal Weapons Inaccuracy, Lesser Damage
Structures Open, Poor Visibility
Vehicles Clumsy, Cumbersome, Hangar Queen, No Land Movement, Open, Ponderous, Poor
Visibility, Restricted Path, Road Vehicle
Vehicle and Artillery Inaccuracy, Lesser Damage
Weapons

254
141.157.188.166
spread more destruction. This state lasts for 2d4 rounds, sink. Machines moving through another medium simply
after which the machine recovers and its berserk chance stop.
resets to 0%. Skills: Craft (mechanical) -2.
Skills: Craft (expression or mechanical) -3. Costs: -1 CP.
Costs: -2 CP.
Flammable (any)
Clumsy (Automata, Vehicles) The machine catches on fire easily.
The machine is the proverbial elephant in the glasshouse. Requirements: Soft organic materials or steam power

POWER OF STEAM
Requirements: A manoeuvrability mode. source.
Description: The machine’s manoeuvrability mode Description: The machine’s structure and armour are
decreases to the next worse mode. This deficiency can made of wood or similar flammable material. Its armour
be chosen up to twice. If an automaton has a method of does not protect at all against fire or other fire-based
movement that gives it a manoeuvrability mode, it can damage. Saving throws against fire attacks are made at a
install this deficiency as well. -4 penalty.
Skills: Craft (structural) -2. Skills: Craft (structural) -4.
Costs: -3 CP. Costs: -1 CP per hardness or armour bonus.

Cumbersome (Automata, Vehicles) Hangar Queen


The machine reacts poorly to sudden movement. (Automata, Vehicles)
Requirements: An unmodified base Dexterity score or a The machine requires extra careful maintenance to work
manoeuvrability score. properly.
Description: The machine’s Dexterity or manoeuvrability Description: The machine spends much of its time in
score is reduced by -2. This deficiency can be chosen a garage, shop, port or similar undergoing repairs. For
multiple times. Each time it subtracts an extra -2 penalty every hour it was used, it should be given at least an
and awards the same amount of CP but the skill checks hour of maintenance. If this care is not provided, the
remain the same. machine’s malfunction threshold increases by 1 every day
Skills: Craft (structural) -2. the machine’s maintenance is not completed.
Costs: -1 CP. Skills: Craft (mechanical) -4.
Costs: -8 CP.
Faulty Function (any)
One of the machine’s features is prone to disaster. Impedance (any)
Description: Select a particular check the machine or The machine’s power source cannot conduct much
an operator makes with the machine. The malfunction power.
threshold for this check increases by +1 and malfunction Requirements: An internal power source.
effect rolls have a +10 to their roll. Description: The delivery rate of the power source is cut
Skills: Craft (structural or mechanical) -2. in half.
Costs: -1 CP. Skills: Craft (structural) -4.
Costs: -3 CP; -1 HS.
Faulty Movement (Automata, Vehicles)
The machine’s movement is very far from perfect. Inaccuracy
Requirements: Aerial Movement, Aetheric Movement, (Automata, Personal Weapons,
Burrowing Movement, Land Movement or Water
Movement. Vehicle and Artillery Weapons)
Description: When the machine moves a certain distance The machine’s attacks can go wildly off its mark.
depending on its size, it is prone to overheat, jam or stall. Description: The machine gains a -1 competence penalty
For every span of distance equal to twice the machine’s to attack rolls.
speed that it moves, the machine either makes a Fortitude Costs: -2 CP.
saving throw or the operator makes the appropriate skill
check (Drive, Pilot, and so on) with both rolls having a Lesser Damage
DC of 15. The DC increases by +1 for every successful (Automata, Personal Weapons,
check or save after the first, so that the second span of Vehicle and Artillery Weapons)
movement causes a saving throw or skill check with a DC The machine’s attacks are weaker than expected.
16, the third round one of DC 17 and so on. Should the Requirements: A base damage.
saving throw or check fail, the machine grinds to a halt Description: The machine’s base damage is reduced to
and it takes one full round to kick-start it again. For each one less damage type, which affects all damage dice in the
round on which the machine remains immobile, the DC attack. A 2d8 attack will deal 2d6 just as a 1d6 attack will
is reduced by -1 until it reaches its initial DC 15. Aerial deal 1d4.
machines drop from the sky and underwater ones begin to Skills: Craft (structural) -2.
Costs: -2 CP.
255
141.157.188.166
Low Charge (any)
The machine’s power source has
less capacity than usual.
Requirements: An internal
power source.
Description: This feature
alters the engine of a machine,
downgrading it so that its
maximum capacity is 80% of
POWER OF STEAM

its original. This option can be


taken up to five times, each time
reducing the original capacity by
20%.
Skills: Craft (structural) -4.
Costs: -4 CP; -1 HS.

No Arm (Automata)
One or both of the automaton’s
arms are missing on purpose.
Description: If the automaton
only has one arm, it cannot wield
two-handed weapons nor perform
any task in which two arms and leverage are required; in are missing, the machine is stationary, and changing its
addition, it suffers a –1 balance penalty to DV. If both facing is a move-equivalent action. It cannot take any
arms are missing, the automaton cannot attack unless it feature that would require the presence of a leg, such as
has other limbs that can do so. Fast or Jumping. Note that if the character changed the
Skills: Craft (structural or mechanical) -2 per arm. automaton’s mode of Land Movement as a base option,
Costs: -2 CP per arm; -1 HS per arm. the machine already has no legs and it does not benefit
for this deficiency. If the machine has the Miscellaneous
No Hand (Automata) Limb (torso) feature twice and Miscellaneous Limb (tail),
One or both of the automaton’s arms end in stumps. it can slither like a snake, subtracting 20 feet from its
Description: The machine cannot wield weapons nor normal walk speed, with a minimum of 10 feet.
grab anything with the handless limb. This deficiency Skills: Craft (structural or mechanical) -3 per leg.
can be chosen once per arm in the automaton’s body; each Costs: -3 CP per leg; -2 HS per leg.
time deducts 1 CP from the total and frees an additional
hard slot. Noisy (any)
Skills: Craft (structural or mechanical) -1. The machine can be heard from afar when it is working.
Costs: -1 CP; -1 HS. Requirements: Cannot have a telluric power source.
Description: A noisy machine can easily be detected
No Land Movement by Listen checks, giving any would-be listeners a +10 on
(Automata, Vehicle) their Listen checks. A noisy machine can never attempt
The machine is incapable of moving on land. to Move Silently. This deficiency can be chosen twice. Its
Requirements: A base walk speed. effects and reductions stack. A machine with one instance
Description: The machine cannot move along the of this deficiency is as noisy as an automotive engine,
ground. This is usually the case for sentinel statues or while one with two is as noisy as a steam train.
airships that cross the sky but do not cruise the roads. Costs: -3 CP.
Skills: Knowledge (technology) -2; Craft (mechanical)
-2. Open (Structures, Vehicles)
Costs: -3 CP; -2 HS. The occupants of the machine are open to damage.
Description: The machine’s armour does not protect
No Leg (Automata) the crew or passengers, only the machine itself. This is
One or both of the automaton’s legs are missing on common for machines like galleys, automotives, bicycles,
purpose. open-cockpit ornithopters or automaton horses. The
Description: If the automaton only has one leg, it machine provides half cover, or no cover if the machine is
suffers from a -2 stability penalty against bull rush the same size or smaller than the rider.
attacks and other effects that might throw it off balance. Skills: Craft (structural) -3.
It also decreases its walk speed by 10 feet. If both legs Costs: -1 CP per two points of hardness or armour; -2
HS.

256
141.157.188.166
Ponderous (Automata, Vehicles) deficiency, such as remote control, vision range, ranged
The machine’s materials are heavier, making its movements attacks and so on.
clumsier. Skills: Craft (mechanical) -2.
Description: The construct’s walk speed is reduced by 10 Costs: -2 CP.
feet, with a minimum of 10 feet per round. In addition,
automata cannot run. Start-Up Time (any)
Skills: Knowledge (technology) -2; Craft (mechanical) The machine takes a while to recover from a shut down
-2. state.

POWER OF STEAM
Costs: -2 CP. Requirements: Energy Conservation feature.
Description: If the machine is shut down, a character
Poor Visibility (Structures, Vehicles) cannot just flip a switch and start off from cold. The boiler
The passengers or occupants cannot see well outside the takes a while to heat up, the energy cells take some time to
machine. become fully active, the springs are not properly aligned,
Requirements: May not have the Open deficiency. a piece of armour takes some time to put on and so forth.
Description: The machine has very poor visibility, due to While the start-up process progresses, the machine cannot
having small windows or none at all, along with a lack of engage any of its functions. The CP bonus is greater the
compensating instruments or other problems. The only longer it takes the machine to start.
way to get unrestricted vision is to actually stick one’s Skills: Craft (mechanical) -2.
head out of a hatch or window, leaving one with only Costs: -1 CP if 1 minute, -2 CP if 10 minutes, -4 CP if
half cover, as per the Open deficiency. Otherwise, Spot an hour, -8 CP if 4+ hours.
checks from inside are at -2 if looking directly forward and
-4 if looking in any other direction. This is a common Unarmoured (any)
deficiency for tanks. The armour plating covering the machine is weak.
Skills: Craft (structural) -1. Description: The machine’s armour or hardness is
Costs: -2 CP; -1 HS. decreased by -2. This deficiency can be chosen multiple
times; each time weakens the armour or hardness by a
Road Vehicle (Vehicles) further –2, to a minimum of zero.
The vehicle depends on roads and highways for its top Skills: Craft (structural) -2.
performance. Costs: 1 CP.
Requirements: Land Movement (wheels).
Description: The vehicle attains full land speed only on Unskilled (any)
a smooth flat surface such as a paved road. Its land speed The machine cannot perform skill-based tasks.
is halved in other circumstances, such as on a dirt road, Description: The machine cannot gain skill ranks either
off-road or similar surface. as part of its base skills or by acquiring the Skill Assist or
Skills: Craft (mechanical) -2. Skill Use features.
Costs: -1 CP per 20 feet of land speed. Skills: Craft (mechanical) -3.
Costs: -2 CP or -1 CP for every 4 skill points lost.
Restricted Path (Automata, Vehicles)
The machine travels along a predetermined route. User-Hostile
Description: For one reason or another, the machine The machine is hard to operate.
cannot leave a narrowly restricted area. This may represent Description: Anyone other than the creator who tries
an automaton that is programmed to follow a specific to operate the machine must have 5 ranks in Knowledge
guard route, a railway train, a cable car that cannot leave (technology) to understand the controls. Even if a
its track, or a towed carriage. The inventor decides if it is character meets all other operation requirements,
a long path, such as a railway line, or a short path such as including this one, he still suffers a -2 penalty on all rolls
a tether or a building interior. related to operating the machine.
Costs: -1 CP Fine, -3 CP Diminutive, -6 CP Tiny, -9 Skills: Craft (expression) -2
CP Small, -12 CP if Medium, -15 CP if Large, -18 CP if Costs: -1 CP.
Huge, -21 CP if Gargantuan, -24 CP if Colossal or -27
CP if Leviathan; x2 if a short path. Volatile (any)
The machine may blow up if sufficiently damaged.
Short-Range (any) Requirements: Hit Dice or Structure Dice.
The machine cannot extend its effects over a very great Description: Fuel, a boiler, ammunition, or overloaded
distance. telluric circuits may explode if the machine is disabled
Requirements: An ability, skill or special feature that or destroyed. If the attack that disables or destroys the
works over distance, including ranged attacks. machine deals damage past its hardness equal to or greater
Description: A machine with this feature reduces its than half its normal full hit points, then the machine
range by half; all pertinent abilities suffer from this will explode after 1d6 rounds. This explosion deals 1d6 ]

257
141.157.188.166
damage per full 5 hit points that the machine had when
undamaged (minimum 2d6) to everyone within the
Cost Calculations
After every characteristic of the machine is laid down and
machine. A Reflex saving throw is allowed at DC 20 for
confirmed, it is time to calculate what it is going to cost
half damage. Half that damage is inflicted to everyone and
to build it.
everything within a number of feet equal to the machine’s
full Hit Points of the blast. Again, a Reflex saving throw is
The first value to calculate is the machine’s Purchase DC,
allowed, this time at DC 15, for half damage.
which is what the inventor can expect to sell his machine
Skills: Craft (structural) -4.
for to a third party.
Costs: -1 per full 10 hp the machine has.
POWER OF STEAM

Purchase DC = CP cost divided by 2.5 and rounded


Vulnerability (any) down.
The machine is particularly vulnerable to certain attacks.
Description: The machine takes double damage from This Purchase DC does not include the power source but
one of the following types of attack: air, cold, earth, it does include other independently made subsystems, like
fire, force, electrical, rust, sonic, and water. Alternative special features with full Craft Difficulty Classes instead of
vulnerabilities include bludgeoning, piercing or slashing Craft DC modifiers.
weapons, certain materials, and disciplines of magic.
Costs: -4 CP. Raw Materials’ Purchase DC = Machine’s Purchase
DC -3.
Weak Spot (any)
The machine is particularly vulnerable in a certain part Some inventors know how to cannibalise leftover wire and
of its body. spare conductors, as well as converting suitably shaped
Requirements: Medium size or larger. items such as dustbins or teapots, to reduce the cost of raw
Description: The construct is subject to double damage materials as per the Scrounge Parts talent.
from critical hits, but not to sneak attacks. Opponents
who succeed at a Spot check (DC 5 + machine’s HD or Salvaging Parts
half its HD/SD) can attempt to target the weak spot by If an inventor has the parts that correspond to a special
applying a –2 to their attack rolls and deal +1d4 damage feature he wants to install into another machine, he halves
if successful. the CP cost of the salvaged special feature and deducts the
Skills: Craft (structural) -5. result from the raw material’s Purchase DC. The actual
Costs: -4 CP. Purchase DC of a special feature acquired independently
would be its CP cost multiplied by 5. Only special
Derived Values features with full Craft DCs can be purchased in this way.
Once all the options and alterations to the machine’s All others are created for the machine.
design are in place, it is time to fill up its stat block. The
‘base attributes’ section given for each type of machine Note that the special feature must have a relative size
indicates the different fields in that machine type’s stat category equal to the machine it is supposed to fit into;
block. Consider the multipliers to hardness and hit points if trying to fit a special feature for a smaller or larger
provided by the material, write down the characteristics machine, all Craft DCs increase by +3. A machine can fit
of the chosen power source and list all the special features salvaged parts up to two size categories smaller or larger.
in the appropriate field. If a special feature or deficiency
alters some of the characteristics of the machine, then Weight
apply them at the end of this phase. Equipment and personal weapons have a weight value.
Weight is calculated as follows.

Weight = CP cost divided by 2 lb.


Now that the City Fathers’ chief engineer has all the
automaton’s characteristics documented for her, she
This only applies to equipment and personal weapons;
goes on to change the base characteristics of a Large
all other machines calculate their weight, if needed, as
Automaton to turn it into Thunderstorm at last. She
follows.
considers a soft metal’s bonus hit points as well as its
base hardness, which in this case becomes Armour.
Weight = CP cost x10 lb.
She also considers levistone’s modifiers to Aerial
Movement as well as the new Strength and Dexterity
modifiers to all pertinent values like Initiative, Construction Begins!
attack and damage as well as save bonuses. She also Once every detail is in place and all materials are available,
calculates in the -2 penalty for the additional hard the inventor proceeds to make all his hard brainstorming
slots. into reality. He achieves this in two main steps. These
are the ‘research and design’ step and the ‘construction’
step. Most of the research and design phase is represented
258
141.157.188.166
The independent Craft checks represent that the inventor
Lorei, the City Father’s engineer, makes a list of all has the parts ready and only needs to install them in
the costs incurred by their requested machine. The the machine’s body during its construction. As in the
resulting construction cost looks like this: research phase, special features that indicate a Craft DC
modifier add that particular craftsmanship category to the
 Large Automaton 45 CP x1.6 (Bronze + construction. For example, if a machine’s special features
Levistone) = 72 CP. include one DC modifier for Craft (structural) and three
 Ability Increase x4 = 12 CP DC modifiers for Craft (mechanical), it means that the
 Aerial Movement (ornithopter) = 8 CP inventor must make one Craft (structural) check and one

POWER OF STEAM
 Armour Plating +5 = 5 CP Knowledge (mechanical) check, adding all the modifiers
 Combat Programming = 2 CP together.
 Limited Sentience = 3 CP
 Electrical Weapon = 4 CP Special features that express the modifier in optional
 Voltaic Claws = 2 CP pairs (i.e. ‘mechanical or structural’) give the inventor
 Power Converter = 2 CP the option to add the modifier to either one of the Craft
 Additional Hard Slot x2 = 4 CP categories, meaning that he can possibly avoid one type
 Total = 114 CP of Craft check altogether. Special features that express
the modifier in inclusive pairs (such as ‘mechanical and
The Purchase DC of Thunderstorm is 46 (114 / 2.5), structural’) add their modifier to both Craft DCs and
and the raw materials are DC 43, although Lorei can therefore add both categories to the construction.
fish into her scraps bin and the stored salvage at the
Megadon dump to reduce that. She could purchase Craft check DC = 5 + special features’ DC modifiers.
a clockwork power source at DC 24 but she prefers
to build it herself. The inventor only makes one check for every Craft
category. Construction time is one week per 5 points
in the DC or part thereof. The inventor works for 8
in the selection of all the machine’s characteristics but the hours each day. He cannot rush the process by working
inventor still needs to ground all his plans and concepts longer each day but the days need not be consecutive and
into reality through actual in-game research. the inventor can use the rest of his time as he sees fit.
A character can work on many machines concurrently
Research but may only do this by devoting one full day to each
The research phase involves one or many Knowledge machine’s work at a time, as the days add up to the weeks
checks. All special features that include a Knowledge required for the construction.
DC modifier add that particular knowledge category
to the research. For example, if a machine’s special Success and Failure
features include two DC modifiers for Knowledge The better the inventor does in the different checks, the
(physical sciences) and one DC modifier for Knowledge faster his results will come about. For every point above
(technology), it means that the inventor must make one the DC that the character succeeds, he cuts 1 day from the
Knowledge (physical sciences) check and one Knowledge check’s duration.
(technology) check, adding all the modifiers together.
Likewise, doing badly in the checks will have detrimental
Knowledge check DC = 10 + special features’ DC effects on the machine. The degree of failure determines
modifiers. the severity of the inventor’s blunders, which translate
as errors in design or in the actual construction. If the
The inventor only makes one check for every Knowledge character fails a check by up to 5 points, the machine’s
category. Research time is one week per 5 points in the malfunction threshold increases by 1 for every function;
DC or part thereof. The inventor works for 8 hours each this increase stacks with those of deficiencies such as
day. He cannot rush the process by working longer each Faulty Function. If the threshold ever reaches 1-5, any
day but the days need not be consecutive and the inventor further failed check does not increase the threshold but
can use the rest of his time as he sees fit. A character can instead gives a +5 modifier to the malfunction effect rolls,
work on only one machine at a time. If a character starts for which see pg 135.
work on a new research, all effort spent on the ongoing
research is wasted. If the roll fails by more than 5 points but up to 10, the
inventor makes a serious mistake and must begin again.
Construction In the case of research this only means wasted time, but in
The construction phase involves many Craft checks. the case of construction this also means that the inventor
First come those for the power source (if the inventor is spoils part of the raw materials and must replace a portion
building it himself ) and all special features that have an of them. He must purchase replacement material at the
independent Craft DC. same Purchase DC minus 4 before he can begin the

259
141.157.188.166
Lorei is now ready to begin working out just how she will put the Thunderstorm together. The different special
features add up to a Knowledge (physical science) modifier of +7 and a Knowledge (technology) modifier of +3, for
DC 17 and DC 13 respectively. She will spend 2 weeks in the physical sciences research and another week in the
technology research.

After the research is over, she applies herself to the task of construction. The first Craft check is to build the
clockwork power source, a Craft (mechanical) check with a DC of 20, which takes her 4 weeks. She rolls 26 on her
check, so she deducts 6 days from the construction of the engine.
POWER OF STEAM

The next check is the armour plating, a Craft (structural) check DC 15, which takes her 3 weeks. Once again, she
rolls high for a result of 23, which deducts 8 days from the work of hammering down the armour plates.

She next builds the electric coil that makes up the Energy Weapon, a Craft (mechanical) check DC 19, which takes
her another 4 weeks. This time she barely makes it with a result of 19, so she does not subtract anything from the
four weeks required to wind endless lengths of wire around spindles and painstakingly solder contact brushes into
place.

Once all the independent components are complete, Lorei sets to work on the machine itself. The different
components mean that the machine requires the following skill checks:

 A Craft (mechanical) check at DC 21, taking 5 weeks


 A Craft (structural) check at DC 11, taking 3 weeks
 A Craft (chemical) check at DC 10, taking 2 weeks
 A Craft (expression) check at DC 12, taking 3 weeks

The first check gives her trouble as she rolls a 19, so she makes no progress in one week and the Thunderstorm now
has a malfunction threshold of 1-2. She fares better on the next check with a 25, subtracting 4 days from the 5 weeks.
The Craft (structural) check goes incredibly well with a result of 19, deducting 8 days from the 3 weeks. The Craft
(chemical) check has a result of 20, deducting 10 days from the 2 weeks. Finally, the Craft (expression) check comes
up with a 15, deducting 3 days from the 3 weeks. After many weeks of hard work in the City Fathers’ construction
garages and research laboratories, Lorei is ready to crank up the switch and let the Thunderstorm come to life.

The Thunderstorm
Large Automaton
Hit Dice: 8d10 +24 hp; DV: 10; Armour: 9; Speed: 30 ft.; fly 50 ft. (Good (+1)); Base Attack/Grapple: +6/+1/
+10; Attacks: Slam +6 melee (1d6+3); Full Attack: Slam +6/+1 (1d6+3); Space/Reach: 5 ft./10 ft.; Special Attacks:
Voltaic Claws, Electrical Weapon; Special Qualities: Construct qualities, Levistone fittings; Special Features:
Ability Increase x4, Aerial Movement (ornithopter), Armour Plating +5, Combat Programming, Limited Sentience,
Electrical Weapon, Voltaic Claws, Power Converter, Additional Hard Slot x2; Saves: Fort +2, Ref +3, Will +2;
Abilities: Str 16; Dex 12; Con –; Int –; Wis 10; Cha 1.
Construction Points: 114
Hard Slots: 7+2
Material: Bronze + Levistone
Power Source: Clockwork Power Source
Purchase DC: 46
Malfunction Threshold: 1-2
Research: Knowledge (physical sciences) DC 17, Knowledge (technology) DC 13
Construction (Body): Craft (mechanical) DC 21, Craft (structural), DC 11, Craft (chemical) DC 10, Craft
(expression) DC 12
Construction (Other): Clockwork Power Source Craft (mechanical) DC 20, Armour Plating +5 Craft (structural)
DC 15, Electrical Weapon Craft (mechanical) DC 19

process once more. If he does not renew his work in one on all Knowledge checks during the inventor’s next try
week, all materials are wasted. (In this event, the inventor on the same machine. If the failed roll corresponds to
gains one scrap point if he belongs to the genius class.) a Craft check, things go seriously wrong and there is an
If a roll fails by more than 10 points, research goes in accident involved, dealing 1d8 points of damage to the
an entirely erroneous direction and imposes a -2 penalty inventor and a surrounding area of 10 feet. In this event,
all materials are lost beyond recovery.
260
141.157.188.166
Adapting Items Using an Amazing Machine
A creator can use items that already exist such as those The machine’s type determines mostly how it will be
available in the Equipment and Wealth chapter and add used. Vehicles will be ridden, weapons will be fired and
special features to them, making them into amazing structures will either be left to fulfil their functions or they
machines. There are some guidelines to follow when will be inhabited. The different operations of machines
doing this. determine whatever rolls are needed to make the machines
perform.
 Completed items have only one hard slot available.

POWER OF STEAM
An inventor may use the Additional Hard Slot Fuel Consumption
feature if he wants to fit more machinery in the All machines that are left running consume 1 charge per
item but each hard slot adds one-tenth of the day in addition to the charges used up by their different
item’s weight. A completed item cannot have functions. The machine uses this charge to maintain its
more than 6 additional hard slots installed on it. machinery and fuel any accessory or internal function.
 Completed items cannot fit special features that Every time a machine uses a special feature that has a
require charges without having a power source cost in charges, it deducts that number of charges from
installed or already in place, as is the case of the power source’s capacity until the power source is
vehicles. If an item is to be fitted with a power depleted.
source, use the size most closely describing the
item. An operator can renew the power source by the method
 The additions have a base Purchase DC of 15 + expressed in the engine’s description before it runs out
total CP. These are independent from the base of charges, in order to ensure a smooth and continuous
item’s own Purchase DC. operation. Alternatively, the Energy Conservation feature
 Determine whether the base item is simple, allows the machine to be shut down in order to preserve
moderate, complex, advanced or extreme for its charges from being spent by continuous operation.
purposes of the Craft skill and use the DC given
as a base for both research and construction. Add Overtaxing the Power Source
all skill modifiers for the special features to the Sometimes, a character will need more power from the
base DC. machine that it was designed to deliver, which is the case
 Follow the process of construction as normal, when activating several features during the same round.
including the addition of malfunctions. This is usually done in combat but also during extreme
situations where the machine is expected to perform well
in order to save its owner’s life.

To overtax a power source, the operator makes a


skill check to squeeze more power out of the
machine. Acceptable skill checks are
Drive, Pilot, Knowledge (technology),
Craft (mechanical) or Profession
(engineer).

Overtax check DC = 15 + number of


charges needed.

261
141.157.188.166
A failed check means that the operator is not able to and tear. On each day on which an amazing machine has
squeeze more power from the engine. This outcome has unrepaired damage and is operated anyway, its malfunction
no further effect beyond failing to deliver enough power threshold increases by 1. A simple Repair check returns
to do what the operator wants to do. Success means that, the threshold to its normal levels. Note that this Repair
during one round, the overtaxed power source provides check does not get rid of an increased malfunction
the desired number of charges above its ordinary delivery threshold derived from failed checks during research and
rate. construction, nor from deliberate deficiencies. Leaving an
amazing machine idle for a day without operating it at all
Overtaxing an engine does not come for free. The does not increase its malfunction threshold.
POWER OF STEAM

machine’s malfunction threshold increases by 1 and


at the end of the round the operator rolls 1d20; if the Repair check DC = DC of highest Craft check used to
result is within the malfunction threshold, he rolls for build the machine -5.
a malfunction effect. The new malfunction threshold
remains in place until the engine is fixed with a normal In addition to reducing the malfunction threshold, a
Repair check. The DC for the power source is in its successful Repair check restores 1d4 points of damage for
description. every 5 points or part thereof by which the check result
exceeds the DC. The repairs restore either hit or structure
Damage and Repair points, depending on the machine. Consult the Repair
A machine becomes damaged when it is attacked, when skill description for the costs for spare parts to make the
it suffers from a major malfunction or by simple wear repairs, using the closest DC to that of the machine.

‘Well, that’s it. This is the best I can do.’ Thurdin stepped back after turning a gear on the side of the cog’s neck.
Gearbolt stood up, steam venting from several thin spots and cracks along its torso. The limbs seemed a little
unsteady but it was mobile. That was a far cry better than the cog had been just an hour beforehand. Jerrek clapped
his engineer on the back and congratulated him on another minor miracle.

‘Minor, my coal-covered ass! You are looking at a fragging act of the gods, lad. That should have been a junker, and
I ain’t tellin’ no lie.’

Gearbolt took a moment to adjust the orientation of its head. ‘I thank you, organic Thurdin, for my resuscitation.
Under my own power, repairs would have taken quite some time. I do not believe a return trip though that miasma
is an advisable way to leave this place.’ The groans and nods all around it confirmed the team’s agreement. One way
or another, they would be leaving by a different route. No one wanted to back out through the sewers.

‘Okay, people. Gail was able to catch a glimpse up high without any of those bastards seeing him. You want to fill
them in on what you saw?’ Jerrek looked to his friend, the glowing afterimage of a lion hybrid hovering a few feet
away on the landing.

‘Certainly,’ came Gailion’s whisper-quiet voice. ‘I saw a team of orcs in heavy armour at the base of a huge support
column. I think it’s the lynchpin of the factory and the key to bringing it down. The orcs are at least twenty strong,
they have some monstrous support and they are guarding that column pretty tightly. I did not see anything else
waiting for us. I think we got lucky a little bit.’

The dwarf snorted. ‘That would be a bloody first.’

Gail nodded, leaving a trail of ghostly light where his mane swept through the air. ‘Indeed. It seems they do not
know about this opening. There’s a thin sheet of fieldstone over the grating above. I think we can break through
without too much trouble, but it covers the door and keeps it concealed. We may actually have the element of
surprise.’

Now it was Jerrek’s turn to sound incredulous. ‘That would be a first, too. Okay, then. Here’s the plan as I see it. I’ll
lay this out for you all step-by-step and we can give it a quick discussion. This is endgame, people, and I don’t want
anyone going along with it without sounding off on the idea. You have a problem now, you let me know. Once we
go topside, I need to depend on all of you doing your part.’

Heshia laid her hand on his real one, her eyes catching his and not letting go. ‘Jerrek, we are with you. All the way.’
A deep bass voice, a spectral sigh, and the melodic chime of a metallic throat echoed her sentiment. ‘Just tell us what
to do and we’ll get it done.’

262
141.157.188.166
the occult
e
ven as science and technology discover new The Ethereal Plane
truths and abolish old ones, magic refuses to The Ethereal Plane is the frequency of life energies (not
completely fade away. Polite society refers life itself ) and lower feelings and is therefore where ghosts
to magic as ‘occult science’ in order to gloss over the exist, as they are psychical echoes of their former emotions,
uncomfortable implications of primitivism or arcane given a semblance of life without bodies to channel it. A
lore, so that the supernatural lurks under the veneer of psychic who looks into the Ethereal Plane will see a world

THE OCCULT
normalcy and sophisticated civilization. Many occultists much like that to which he is accustomed, though slightly
study supernatural phenomena under the pretext of muted and blurry, all things drained of colour and covered
science, using arcane formulae from ancient cultures or by thin fog. Depending on how he adjusts his senses, he
alluding to obscure traditions from exotic lands. can perceive auras, psychic echoes or even the spirits of the
dead that are within view in an ethereal state.
This chapter explores the aspects of the occult in the world
of OGL Steampunk, describing the effects of their presence The Ethereal Plane is mostly empty of structures and
upon the world and detailing the world of psychic powers, impediments, with the substance known as ether pervading
magical rituals and occult items of power. Not all of the everything. Ether as occultists understand it is the same
old ways have faded completely from the land and though substance that scientists postulate as the medium through
magic may be on its last legs in most steampunk settings, which light propagates, except that mediums and psychics
those limbs still have a great deal of strength left in them. perceive and manipulate a more sublime manifestation of
the substance. Ectoplasm is basically ether manifested
Psychic Phenomena in the Material Plane by the will of a talented psychic,
acquiring several special qualities by becoming denser; see
Psychics wield a variety of powers, few of which can be the Ectoplasm sidebar on page 272.
explained by science and its branch of psychic research.
As students of the supernatural turn their attentions to While it is possible to see into the Material Plane from
the ways of psychic phenomena, they are coming up with the Ethereal Plane, the Ethereal Plane is usually invisible
various theories as to how they work, what they can do to those on the Material Plane; except through psychic
and where they come from. Regardless of any scientific powers like the sight. Normally, creatures on the Ethereal
underpinnings, psychics exercise their talents by sheer Plane cannot attack creatures on the Material Plane and
intuition, lending their extraordinary perceptions and vice versa. A traveller on the Ethereal Plane is invisible,
abilities to many purposes, which range from the altruistic incorporeal and utterly silent to someone on the Material
to the utterly selfish. Most people can develop psychic Plane.
potential to some degree but it usually abides at a very low
level unless the person devotes time and effort towards Magic rituals of the Protection discipline can create effects
developing his power. of mystical force that affect ethereal beings. Psychics
may manipulate ectoplasm on the etheric side to achieve
The Astral and Ethereal Planes similar effects. Only psychics who can manifest ectoplasm
Psychic sensitivity seems to be linked to the Astral and can affect the Material Plane if they are travelling in the
Ethereal planes, the frequencies of thought and emotion Ethereal.
respectively. Occultists of theosophical persuasion
identified that the bodies of sentient creatures resonate in All living things have an etheric double, which looks
more than one frequency and have called those frequencies exactly like them but is formed of etheric matter. Etheric
‘Planes of Existence.’ The planes are not exactly places that doubles usually reside in the same space as the material
can be reached, despite being classified as ‘otherworlds,’ body, shielded from ethereal creatures and effects by the
although psychics and powerful magicians may make material coating. Some magical effects or psychic powers
‘travels’ there, or ‘look into’ them. In reality, they are just may target a person’s etheric body directly, causing great
adjusting their bodies to a new frequency of existence, harm to the person.
transforming their bodies into the matter that exists in
those planes and thus shifting into them, or attuning their The Astral Plane
senses so that they can perceive things on those planes’ Astral matter exists superimposed with ethereal and
frequencies. material substance but it is of such sublime composition
that it is imperceptible by anyone and anything, even
The Material Plane appearing to have no consistency at all. The Astral
The Material Plane is where all matter exists and sentient Plane is the frequency of higher thoughts and emotions
beings form their material bodies from the plane’s matter. and it is a threshold to even higher states of existence.
Most people are only ever aware of their material bodies.

263
141.157.188.166
Supernatural agents exist in this plane, like spirits, developing a handful of base powers and deepening
elementals, and ghosts before they materialise. From the their perceptions and abilities to reach their potential,
Astral Plane, psychics and magicians can set forth towards although a few strive to broaden their understanding
mythical lands, such as the lands of Dream and even of the interactions between the Material, Ethereal and
Heaven and Hell, whatever forms these might take in a Astral Planes, learning many different abilities but hardly
given campaign. reaching the depths of more focused savants.

When attuned to astral sight, psychics may be able to read Gaining a Base Power
the thoughts of people by analysing the colours of their Base powers are learned as feats. Any character can develop
astral auras, and ascertain higher emotions from them his psychic potential by spending one of his character
as well. Dreamers and occultists can detach their astral
THE OCCULT

feats, provided that he meets the feat’s prerequisites. Only


bodies (see below) and travel around the world; while in occultists gain psychic powers as bonus feats provided by
this state, a traveller sees a great, endless sphere of clear their class and may even ignore some of the prerequisites.
silvery sky, both above and below. Occasional bits of solid All other characters must use the feats they gain at 1st,
matter can be found there but most of the Astral Plane 3rd and every three levels thereafter in order to gain a base
is an endless, open domain. A traveller must reattune psychic power.
his senses to be able to observe the Material Plane from
there.
Gaining Derived Powers
There is no way that mortals may affect the Astral Plane. Once a character learns a base power, improving it
They may only perceive it and travel through it, being too becomes a matter of practice and commitment. Upon
anchored to their lower vibrations to do anything else. gaining a base psychic power, the character has automatic
access to the power’s basic effects and may use them freely.
Only sentient beings possess an astral body. Like the Derived powers require the psychic to have a better grasp
etheric body, it coexists within the material shell. Psychics on his talent and to be capable of exerting much finer
can detach their astral bodies and send them to travel. As control than demanded by the base power. In addition
the Astral Plane is timeless, it allows them to see the other to this, he must practice; he explores the nuances of
side of the world if they know how to get there. Astral his perceptions until he finds the right combination of
bodies are totally imperceptible from both the Material awareness and manipulation.
and the Ethereal Planes but with a little effort, an astrally
projecting person can see into the Ethereal and Material In order to learn a derived power, the character must first
Planes. When travelling thus, an astral body is connected have a certain number of ranks in the Psychic Control skill,
to its material anchor by an almost imperceptible silver as indicated under each power’s description. He may start
cord. Only natives of the Astral Plane may affect an astral practicing before he has the required ranks but he cannot
body outside its material shell. gain the derived power until he meets that number.

Each derived power also has a practice target, which is


Powers of the Mind the number of points in a practice pool that the character
Psychic powers are all about extrasensory perception, and must devote towards learning the power. A character can
the senses of psychics are so incredibly sharp that they can increase his practice pool in three different ways:
perceive what is invisible for ordinary people. Most of a
psychic’s abilities manifest when he opens his perceptions  Instead of buying ranks in any skill, the character
to the Ethereal and Astral Planes, at which point he gains can invest some of the skill points he gains at each
access to a different world of sensory input. Once this level towards the psychic practice pool, converting
channel is open, the more accomplished psychics need on a one-for-one basis. He may do this only upon
not limit themselves to taking in the impressions but gaining a new character level. He may not convert
may also exert their will in subtle ways to alter what they practice points back into skill points at any time.
see. Going by the occult maxim ‘as above, so below’, such
changes have repercussions in the Material Plane.  Once per level, the character can sacrifice ranks in
the Psychic Control skill to increase his practice
Other psychics are more adept at creating the channel pool. He adds one point per rank sacrificed. Note
between the subtler planes and the Material through their that if he sacrifices so many ranks that he fails to
own bodies, such as mediums who can speak with the meet the derived power’s rank requirements then
voices of the dead or bring forth ethereal matter in the he cannot learn the power until he increases
form of ectoplasm, which the psychic can then mould and his Psychic Control ranks to the required level.
manipulate to create different unsettling effects. Sacrificed skill ranks are no longer usable for
Psychic Control checks, effectively decreasing the
The different psychic powers are divided into trees, character’s ability to use his powers. He cannot
starting with a ‘root’ or base power and branching into convert practice points back into skill ranks at any
derived psychic talents. Most psychics concentrate on time.
264
141.157.188.166
‘I need a concentrated force to burst this grate. Heshia, do you think you can do that?’ Jerrek was surprised at how
gentle his voice sounded now whenever he talked to her. The tone was not lost on the elf woman either. Her cheeks
coloured slightly, even as the dwarf turned to Gailion behind her and stuck his finger down his throat, mockingly.
Jerrek made a mental note to have the engineer beaten profusely as soon as they finished this mission.

‘I think so. Just clear back and give me some room.’ Heshia waited for everyone to retreat to the far side of the
landing from her, then pulled out a piece of blessed chalk and a pouch of magical foci. She selected a small sphere
of crystal and kept it in her palm while she drew a careful circle around herself on the discoloured stone of the floor.
She added a series of mystic symbols to the four corners of the circle, elements of magic intended to help her gather

THE OCCULT
the power she would need to force open a trap door of solid iron.

With a quick look to make sure the group was safely clear of her in case the spell should go awry, she began her chant.
This was a powerful spell, one of the strongest she knew. If it was not spoken word for word with her mind clear of
all distractions and doubt, the energies she called up could easily rage out of control. This used to be so easy, or so
the legends of her people said. That was before the lines of iron were laid over the world and magic began to suffer
in the wake of invention. Now, power was a fickle, difficult thing to call up and an even harder challenge to keep in
check. If she made a mistake now, it could injure or even kill her outright.

The crystal bauble in her hand began to pulse with the gathering storm of the magic at her command. It was glowing
like a tiny star and she knew that it would not be able to hold much more. Even now, she could feel the power trying
to escape, seeking any flaw in the sphere for a way out of its confinement. When she could no longer chance drawing
on the ether, she spoke the final word of binding and hurled her sphere at the opening above.

It was a perfect throw, guided by the energies still flaring around her like a silver flame. The sphere struck the metal
door and erupted, hammering into it with the force of a giant’s maul. The metal blew out of shape, shattering the
stone above and blasting free several feet into the air on a clap of glowing thunder.

That was the cue for Thurdin and Gearbolt to act. They both launched grenades out of the hole in the direction
of the guards as Gailion had last seen them. Even before they landed and detonated, the ghost was on the move.
Gailion shot up out of the passage, immediately drawing fire away from Jerrek’s team as they came up into what
would be, for good or ill, their final battle in the depths of the ancient city.

 Once per level, the character can spend one action the leaders’ dispositions and true powers, so she chooses
point to add 3 practice points to his pool. to do so and see what her newfound power can reveal.
She immediately spends the 6 practice points necessary to
Once the character has accumulated enough points in learn the derived power and, in a flash of inspiration, her
his practice pool, he can spend them to learn any derived senses open to the Astral Plane, allowing her to read the
power that he can afford and for which he has the base group’s auras. Their power is unmistakable; these are the
power, keeping any leftover points so that he may learn City Fathers of Megadon. Unfortunately, she cannot pick
other derived powers. He can do this at any time in which out which one is the focus of her quest for vengeance. She
he meets all the costs and requirements for the derived will have to work her way into their good graces and hope
power. for a chance to examine them all more closely…

For example, Heshia is an accomplished occultist with Using Powers


the Psychic Sensitivity and Sight base powers. She wishes Whenever a psychic makes use of his talents, he is
to learn the Astral Aura Sight power, derived from the opening his consciousness to a vaster world, one that
Sight base power. This requires her to have 10 ranks in normal perceptions are not prepared to handle. In order
the Psychic Control skill and costs 6 practice points. She to use his powers, a psychic must enter an altered state of
already has 5 points in her practice pool and has 10 ranks consciousness, however brief. In short, he must enter a
in Psychic Control. When she gains a new level in the trance, visualise his effect and activate the power.
occultist class, she spends 3 of her skill points to increase
her practice pool to 8 but decides to wait on purchasing The Trance
any powers. The character must roll a Concentration check (DC 15)
to put mind and body in attunement with the psychic
During one of her travels, Heshia comes upon tense energy. This is a standard action that a character can
negotiations with a local group of city leaders in the human perform once per round, with failure meaning that the
lands. She has enough points to learn the Astral Aura character is not able to focus his will. Success puts the
Sight power, which would enable her to gain a glimpse on
265
141.157.188.166
character into a trance, during which he can use any and Psychic Control check) will allow a bystander to notice
all of his psychic powers, but the trance distracts him from the intense concentration on the part of the psychic but
the comings and goings of the real world, bestowing a –2 he will need additional clues to determine that a psychic
penalty to initiative checks, attack rolls, Defence Value power is being used, such as the violent manifestations
and checks for skills based on Strength and Dexterity. He of psychokinesis, the appearance of ectoplasm, a target’s
looks distracted while in a trance, his eyes glazed over and sudden change of attitude or other obvious cues. Only
his reactions slower than normal. then can a witness identify the psychic as the source of the
phenomenon.
The trance lasts as long as the character wills it, but if
he is distracted by such influences as violent motion Psychic Powers
or physical damage, he must roll a new Concentration
THE OCCULT

The following are the psychic powers available to


check with the DC indicated in the description for the characters in OGL Steampunk. Each base power lists
Concentration skill. If he fails, he snaps out of the trance its derived powers under its entry, as they share many
before being ready to do so; he becomes fatigued, unable characteristics.
to run or charge and taking a penalty of –2 to Strength
and Dexterity. The psychic can recover from this kind of Prerequisites: As they are feats, base powers have their
fatigue after 4 hours of complete, uninterrupted rest. own prerequisites a character must meet in order to learn
them. A prerequisite can be another base power, in which
A psychic can maintain a trance for 10 minutes per case the character does not need to have any of its derived
point of Constitution modifier; he must roll another powers for it to count as meeting the prerequisite. Since
Concentration check after that time but the DC increases simply having the base power unlocks the possibility of
by a cumulative +1. If he fails, he snaps out of the trance learning a derived power, the character only needs to
as above. If he succeeds, he can maintain the trance for meet the latter’s Psychic Control ranks requirement and
another span of time equal to the previous one. He makes practice points cost.
subsequent checks every time his concentration falters and
each time the DC increases by +1. Note that some powers Control/Save DC: These are two numbers separated by
take up much more time than that, so the psychic must a slash (/). The first one is the power’s control DC. This
find a way to keep his wits about him. is what the psychic must roll on a Psychic Control check
to activate the base power and all its derived powers. The
Activating the Power second number is the DC that a victim must beat with
To activate a psychic power, the character makes a Psychic a Will saving throw; if there is a dash (-) instead of a
Control check against the DC indicated by the power in number, the psychic power either does not allow a saving
question. Derived powers use the same DC as their base throw or its effect does not require one.
power.
Effect: A description of what the power does in terms of
If the check succeeds, the psychic activates his power rules mechanics. This applies to the base power, as derived
successfully. If he fails, the power does not activate and powers have their own entries later.
he is at risk of suffering from backlash, depending on how
bad the failure was. Derived Powers: The list and description of the derived
powers a character can learn with practice once he gains
All powers remain in effect while the character concentrates the base power. Each derived power starts with its name,
on them. The character may only concentrate on one its effect, the ranks in the Psychic Control skill that the
power at a time; if he activates a second psychic power, character must have to learn it, and the practice points he
any previous active power ends immediately. Ectoplasmic must spend.
Secretion is exempt from this rule, as it works in tandem
with other powers. The Broad Attention feat allows
a psychic to concentrate on more than one power at a Psychic Sensitivity
time. The character has a preternatural sense that alerts him
when he is in the presence of extraordinary things and
The use of psychic powers is very hard to detect. A Sense an acuteness of vision that allows him to perceive hidden
Motive check (the DC is the result of the character’s details. This is the power that opens the realm of the

Backlash Effects
Psychic Control Check Fails Effect*
…by 5 points or more 1d6 damage, dazed for 1 round.
…by 10 points or more 2d6 damage, stunned for 1 round, Concentration check (DC 15) or snap out of
trance.
...with a natural 1 on the die 3d6 damage, snap out of trance, exhausted.
* These effects do not stack if more than one failure condition is met. Use the most severe applicable condition.
266
141.157.188.166
Psychic Powers Table
Power Prerequisite/Cost Effect
Psychic Sensitivity Wis 15+ or occultist 1st level +2 to Search and Sense Motive, detect the
presence of the supernatural
Hyperaesthesia Psychic Control 3 ranks, 2 points +4 to Spot and Listen
Intuition Psychic Control 10 ranks, 6 points Get a hunch about a situation
Deeper Trance Psychic Control 5 ranks, 2 points +4 to Concentration to maintain trance
The Sight Psychic Sensitivity See the Ethereal and Astral Planes
Astral Aura Sight Psychic Control 10 ranks, 6 points Read astral auras
Dowsing Psychic Control 3 ranks, 2 points +4 to Search even through solids

THE OCCULT
Etheric Aura Sight Psychic Control 5 ranks, 4 points Read etheric auras
Pierce Concealment Psychic Control 8 ranks, 4 points See hidden and invisible subjects
Mesmerism Cha 15+, Psychic Sensitivity +2 to Diplomacy and Intimidate, influence action
dice bonus for Cha-based skills
Awe-Inspiring Psychic Control 9 ranks, 5 points Cause shaken condition on subjects
Charm Psychic Control 3 ranks, 2 points Make subjects into friends
Command Psychic Control 12 ranks, 4 points Force subjects to perform a specific action
Entrancement Psychic Control 3 ranks, 2 points Captivate a subject’s attention
Induce Emotion Psychic Control 10 ranks, 4 points Cause emotion on subjects
Suggestion Psychic Control 9 ranks, 6 points Influence subject’s actions
Ectoplasmic Concentration 5 ranks, Psychic Secrete cloud of ectoplasmic matter
Secretion Sensitivity, The Sight
Harden Ectoplasm Psychic Control 6 ranks, 2 points Make solid part of an ectoplasmic cloud
Fine Manipulation Psychic Control 4 ranks, 2 points Use ectoplasm as second pair of hands
Sensory Input Psychic Control 8 ranks, 4 points See and hear through ectoplasm
Extrasensory input Psychic Control 6 ranks, 6 points, Ectoplasmic senses have Darkvision and channel
Sensory Input powers from The Sight
Telepathy Attentive, Psychic Sensitivity Sense Motive and Gather Information are class
skills, detect presence of sentient minds
Mental Contact Psychic Control 4 ranks, 2 points Establish telepathic communication
Mental Scream Psychic Control 4 ranks, 2 points Stun subjects with telepathic barrage
Mind Wall Psychic Control 4 ranks, 2 points +2 to Will saves against psychic powers
Plant Impulse Psychic Control 6 ranks, 4 points Plant an attraction or aversion on a subject
Read Thoughts Psychic Control 6 ranks, 4 points Read subject’s thoughts
Sense Emotions Psychic Control 6 ranks, 2 points Read large crowds and detect lies
Psychokinesis Iron Will, Psychic Sensitivity Lift small objects, cause minor phenomena
Ectenic Force Psychic Control 6 ranks, 6 points Move objects with the mind
Levitation Psychic Control 6 ranks, 4 points Float off the ground
Clairsentience Psychic Sensitivity, The Sight +2 to initiative, Reflex saves, and DV against traps
(deeper trance)
Future Sight Psychic Control 10 ranks, 6 points Gain information on future event
Past Sight Psychic Control 6 ranks, 4 points Read the past of a place, object or creature
Psychic Hound Psychic Control 6 ranks, 4 points Locate direction of creature or object
Scry Psychic Control 8 ranks, 6 points See a faraway place or creature
Spiritism Psychic Sensitivity, The Sight, +2 to all saves and to Cha-based checks vs. the
Ectoplasmic Secretion dead and the undead, or as Mesmerism
Aid Ghost Psychic Control 4 ranks, 4 points Bonus to a ghost’s abilities
Astral Travel Psychic Control 14 ranks, 8 points Send astral body away
Channel the Dead Psychic Control 12 ranks, 6 points Ask questions to the dead
Poltergeist Psychic Control 6 ranks, 2 points Throw objects in an area
Wilful Possession Psychic Control 8 ranks, 6 points Allow spirit to possess psychic’s body
Psychic Healing Treat Injury skill, Knowledge (earth +2 to Fortitude saves and to Treat Injury checks
and life sciences) skill, Psychic
Sensitivity
Facilitate Recovery Psychic Control 4 ranks, 6 points Speed recovery of hit points or cure them
Purge Malignancy Psychic Control 10 ranks, 4 points Eliminate the effects of poison, drugs and disease
Recuperate Body Psychic Control 8 ranks, 4 points Heal ability damage, negative levels and lost levels
Withstand Pain Psychic Control 4 ranks, 2 points Convert lethal to non-lethal damage
267
141.157.188.166
Element DC
Place of power (nexus or Depends on power rating; see the Magic section
ley line)
Supernatural creature 20 minus half creature’s HD or character level
Other occultists 30 minus highest ranks in an occult skill, that is, Ritual (any) or Psychic Control
Magic effect Depends on the aura strength; see the Law of Resonance on the Laws of Magic
section
Other Games Master’s judgement

Ethereal and Astral Planes to the new psychic’s senses resist snapping out of a trance from distraction.
THE OCCULT

and the foundation stone upon which he builds his entire Requirements: Psychic Control 5 ranks, 2 practice
potential. points.
Prerequisites: Wisdom 15+ or occultist 1st level.
Control/Save DC: 15/- The Sight
Effect: Even when the character is out of a trance, he Once his perceptions are opened to the occult, a psychic
gains a +2 psychic bonus to Search and Sense Motive can attune his senses in order to perceive the subtler
checks. If he comes within 60 feet of occult elements such realities of the Ethereal and Astral Planes.
as vampires, ghosts, ley lines, entrances to otherworlds or Prerequisites: Psychic Sensitivity.
other psychics, he can make an automatic Psychic Control Control/Save DC: 20/10 + character’s level
check to have a flash of insight that reveals the presence Effect: By entering a trance and activating this power, the
of the occult element, although not its nature, exact character can now perceive the world of spirits. He can
location or strength. The DC of this check depends on now see any ghosts, astral travellers and any other creature
the strength of the element, such as a place of power’s within normal sight range but hiding in the Ethereal or
strength, a supernatural creature’s inherent power or the Astral Planes. He can hear and talk with such creatures,
depth of an occultist’s skills. provided that he can speak their language.
Derived Powers: Characters with the
Psychic Sensitivity base power can
eventually learn the following derived
powers.

 Hyperaesthesia: When he is in a
state of trance and activates this
power, the psychic sharpens his
senses to the world. The character
ignores the trance penalty for Spot
and Listen checks, instead gaining
a +4 psychic bonus. Requirements:
Psychic Control 3 ranks, 2 practice
points.

 Intuition: The psychic has an


innate ability to sense trouble
in the air, even when he is out
of a trance. The character can
make a Psychic Control check to
activate this power. If successful,
the character gets a hunch that
everything is all right, or a bad
feeling about a specific situation,
based on the Games Master’s best
guess relating to the circumstances.
Requirements: Psychic Control 10
ranks, 6 practice points.

 Deeper Trance: The character


can enter a much deeper trance
than other psychics. He gains
a +4 circumstance bonus to
Concentration checks in order to
268
141.157.188.166
Derived Powers: Characters with the Sight base power living being. When activating this power, the
can eventually learn the following derived powers. psychic can look at a person or an object and
ask one of the following questions per point of
 Astral Aura Sight: The character attunes his senses Wisdom modifier:
to the astral auras surrounding every sentient
being. When activating this power, the psychic  Number of hit points remaining
can look at a person or an object and ask one  Person’s gender and general health
of the following questions per point of Wisdom information
modifier:  One physical ability score (Strength,
Dexterity or Constitution)

THE OCCULT
 Character level  The presence of poison and disease,
 Person’s identity though these still need a Treat Injury
 One mental ability score (Intelligence, check to identify them
Wisdom or Charisma)  Basic and powerful emotions like hate,
 Attitude (hostile, unfriendly, indifferent, love, desire, friendship and the like
friendly, or helpful)  Highest skill bonus with a physical key
 One psychic power and derived powers ability
 Highest skill bonus with a mental key  A creature’s type, such as animal,
ability humanoid, construct or undead
 Ranks in one Ritual skill
 Whether an object is a conduit, magic If the creature or object being analysed has reasons
item or construct to conceal any of this information, it can make a
Will saving throw to resist. Requirements: Psychic
If the creature or object being analysed has reason Control 5 ranks, 4 practice points.
to conceal any of this information, it can make a
Will saving throw to resist. Places of magic power  Pierce Concealment: By entering a trance and
have a coruscating aura around them, which any activating this power, the psychic can concentrate
psychic with ranks in Knowledge (occult sciences) his senses on the auras of creatures and objects,
recognises on the spot. Requirements: Psychic instead of their physical appearance and location.
Control 10 ranks, 6 practice points. He ignores a creature’s cover and concealment
bonuses and can see invisible or otherwise hidden
 Dowsing: The character enters trance and holds creatures. The information he gains is vague;
either a pair of metal rods or a forked wooden he merely focuses on the presence of the auras’
stick in his hands. Thus equipped, he scours an owners. He can ‘see’ through solid matter up
area. If he succeeds at the Psychic Control check, to 10 feet thick, although he cannot perceive
he gains a +4 psychic bonus to all Search checks, auras through a thin sheet of lead. Requirements:
which he can use merely by passing the balanced Psychic Control 8 ranks, 4 practice points.
dowsing utensil over the area through which he
is searching. He can even search through solid Mesmerism
matter up to a distance of 10 feet per Wisdom Many psychics develop a property not usually attributed
modifier in any direction, although a thin sheet of to people, namely magnetism. This magnetism radiates
lead will conceal anything beyond it. The character from their every pore. They learn to shape and direct it
must state what he is looking for in general terms, so that it achieves definite effects on the reactions and
such as ‘anything made of metal’, ‘a dead body’, emotions of others.
‘coins’, ‘water’, ‘an open passage’, ‘a ley line’, and Prerequisites: Charisma 15+, Psychic Sensitivity.
so on. The psychic cannot search for live creatures Control/Save DC: 15/10 + half character level + Cha
but he can search for undead and constructs. He modifier
can maintain the intense concentration necessary Effect: When the character is out of a trance, he gains a
for dowsing for 30 minutes, after which he must +2 psychic bonus to Diplomacy and Intimidate checks.
make a Concentration check at DC 15 or snap out In addition, when he spends an action point to bolster any
of the trance. He must make a subsequent check Charisma-based skill check, a result of 1 or 2 on the action
every minute thereafter, with the DC increasing dice automatically becomes 3. Despite the mind-affecting
by +1 cumulatively for every previous successful nature of mesmerism powers, they do still affect constructs
check. Requirements: Psychic Control 3 ranks, 2 and undead, as the psychic’s influence is magnetic in
practice points. nature. Where not specified, the range of all Mesmerism
powers is 10 feet plus 5 feet per character level.
 Etheric Aura Sight: The character attunes his Derived Powers: Characters with the Mesmerism base
senses to the etheric auras surrounding every power can eventually learn the following derived powers.

269
141.157.188.166
 Awe-Inspiring: When the character enters a trance The psychic can project enough magnetism to
and activates this power, all opponents within affect a number of subjects equal to his character
10 feet who have fewer levels than he does must level divided by 4, rounded down. These
make a Will saving throw. An opponent who fails continue to be affected after they fail their Will
his saving throw is shaken, taking a –2 penalty saving throws for as long as they remain within 60
on attack rolls, saving throws and skill checks feet of the psychic. The character can maintain
for a number of rounds equal to 1d6 plus the his concentration for 1 round per character level,
character’s Charisma modifier. The character can although he does not snap out of his trance when
use this power once per round as a free action until he is forced to suspend his magnetic waves. If the
the trance ends. Requirements: Psychic Control 9 subject cannot carry out a command on its next
ranks, 5 practice points. turn, the effect automatically fails. Requirements:
THE OCCULT

Psychic Control 12 ranks, 4 practice points.


 Charm: By synchronising his magnetism with
a subject’s, the psychic makes a subject regard  Entrancement: Upon activating this power, the
him as its trusted friend and ally; treat the target’s psychic can transmit his state of trance to one or
attitude as friendly. If the subject is currently more subjects. The psychic and his subjects must
being threatened or attacked by the psychic or be within 90 feet, able to see and pay attention to
his allies, however, it receives a +5 bonus on its each other. The distraction of a nearby combat or
saving throw or breaks the effect if the subject was other dangers prevents the ability from working.
already affected. This power does not enable the For every three levels a psychic attains beyond
character to control the charmed subject as if he the first, he can target one additional creature
was an automaton but the subject does perceive with a single use of this power. Unlike other
his words and actions in the most favourable way. derived powers of Mesmerism, the DC for each
The psychic may try to give the subject orders affected subject’s Will saving throw against the
but must win an opposed Charisma check to effect is the result of the Psychic Control check.
convince it to do anything it would not ordinarily If a subject’s saving throw succeeds, the character
do. Retries are not allowed. An affected subject cannot attempt to entrance that subject again for
never obeys suicidal or obviously harmful orders 24 hours. If its saving throw fails, the subject sits
but he might be convinced that something very quietly and stares at the psychic, taking no other
dangerous is worth doing. The affected creature actions, for as long as the psychic continues to
must speak the psychic’s language to understand keep this power active up to a maximum of 1
his commands, though pantomiming can convey round per character level. While entranced, a
some degree of intent at the Games Master’s target takes a –4 penalty on skill checks made as
discretion. Requirements: Psychic Control 3 reactions, such as Listen and Spot checks. Any
ranks, 2 practice points. potential threat requires the psychic to make a
Concentration check and allows the creature a
 Command: The character sends a sharp wave new saving throw. Any obvious threat, such as
of his magnetism towards one or more subjects, someone drawing or aiming a weapon, activating
issuing a single command, which they obey to an obvious psychic power, a magic conduit, or
the best of their ability at the earliest opportunity. a wondrous machine, automatically breaks the
You may select from the following options. effect. Requirements: Psychic Control 3 ranks, 2
practice points.
 Approach: On its turn, the subject
moves toward you as quickly and directly  Induce Emotion: The psychic can induce one of
as possible. The subject may do nothing the following emotions on a subject which whom
but move during its turn. he speaks for at least one full minute.
 Drop: On its turn, the subject drops
whatever it is holding. It cannot pick up  Despair: The subject suffers a –2
any dropped item until its next turn. morale penalty to saving throws, attack
 Fall: On its turn, the subject falls to rolls, ability checks, skill checks and
the ground and remains prone. It may weapon damage rolls. This emotion
act normally while prone but takes any would cancel an existing state of hope.
appropriate penalties.  Fear: The affected target flees from the
 Flee: On its turn, the subject moves character whenever they see him. This
away from you as quickly as possible. emotion would cancel an existing state
It may do nothing but move during its of rage.
turn.  Friendship: The affected target
 Halt: The subject stands in place; it reacts more positively toward others.
may not take any actions but is not Their attitude shifts to the next more
considered helpless.
270
141.157.188.166
favourable reaction: hostile to unfriendly, secrete ectoplasm from his body (see boxed text on page
unfriendly to indifferent, indifferent to 272) at the rate of one five-foot cube each round, plus
friendly, or friendly to helpful. an extra cube per Charisma modifier. He can maintain
 Hate: The affected target reacts a maximum number of cubes equal to twice his character
more negatively toward others. Their level but may stop secreting the substance at any time
attitude shifts to the next less favourable before reaching his maximum. He can dictate the shape
reaction; helpful to friendly, friendly to of the area the ectoplasm covers. Subjects inside an area
indifferent, indifferent to unfriendly or covered in ectoplasm suffer a -2 penalty to Will saving
unfriendly to hostile. throws against psychic powers and magic abilities given
 Hope: The affected target gains a +2 the psychoactive nature of the substance but suffer no

THE OCCULT
morale bonus to saving throws, attack other ill effects.
rolls, ability checks, skill checks, and Derived Powers: Characters with the Ectoplasmic
weapon damage rolls. This emotion Secretion base power can eventually learn the following
would cancel an existing state of derived powers.
despair.
 Rage: The affected target gains a  Harden Ectoplasm: With a fair amount of
+2 morale bonus to Strength and concentration, the psychic can harden any part
Constitution scores, a +1 morale bonus of his ectoplasmic cloud so that it becomes
on Will saving throws and a –1 penalty truly solid. He can harden one cube 5 feet per
to DV. He is compelled to fight heedless side (enough to envelop a normal human) per
of danger. This emotion would cancel an Charisma modifier. The ectoplasm in that area
existing state of fear. adds +10 to its hardness. Subjects in a hardened
area can make a Reflex saving throw (DC 11 +
The subject may be affected willingly by foregoing character’s Charisma modifier) to avoid becoming
his Will saving throw. Unwilling subjects who trapped. They receive a +2 bonus if the psychic
fail their saving throws remain affected as long is trying to harden ectoplasm around their heads.
as they remain within 30 feet of the character, Any subject failing its saving throw cannot move
while willing ones retain the effect while standing but can break loose by spending 1 round and
within 15 feet. Subjects remain affected for 5 defeating the psychic in an opposed check of
more rounds after the effect ends for whatever Strength or Escape Artist versus Psychic Control.
reason. Requirements: Psychic Control 10 ranks, If the subject’s head is covered by hardened
4 practice points. ectoplasm, he starts to suffocate, for which see
the rules for suffocation on page 209. The
 Suggestion: While in a trance, the psychic can psychic may not move or secrete more ectoplasm
influence the actions of a target creature by while he concentrates on hardening a part of it.
suggesting a course of activity, limited to a sentence Requirements: Psychic Control 6 ranks, 2 practice
or two. The suggestion must be worded in such a points.
manner as to make the activity sound reasonable.
Asking the creature to do some obviously harmful  Fine Manipulation: The psychic has such control
act automatically negates the effect of the power. of the matter he is secreting that it can act as an
The suggested course of activity can continue for additional hand. The character can manipulate
the entire time the psychic stays in the trance, objects and perform tasks he would normally be
his magnetism transcending distance. If the able to do with his hands at any point of the cloud
suggested activity can be completed in a shorter of ectoplasm. The character can only concentrate
time, the subject is no longer affected by the on one point of his ectoplasmic secretion at any
power when he finishes what he was asked to do. one time, so he cannot perform multiple remote
A very reasonable suggestion causes the saving actions in the same round. The psychic must
throw to be made with a penalty, such as –1 or –2. be able to see or perceive what he is doing with
Requirements: Psychic Control 9 ranks, 6 practice any of his other senses. He cannot lift or wield
points. objects with the ectoplasmic tendrils and can
only use them as fingers and impromptu tools.
Ectoplasmic Secretion Requirements: Psychic Control 4 ranks, 2 practice
The psychic is able to coalesce etheric matter into a denser points.
form in the Material Plane in the form of ectoplasm,
which he can manipulate at will.  Sensory Input: The character can employ the
Prerequisites: Concentration 5 ranks, Psychic Sensitivity, ectoplasm as if it were part of his body, so that he
The Sight. can see and hear from any point of the ectoplasmic
Control/Save DC: 20/- cloud as if he were standing there. His vision and
Effect: By entering a deep trance, the character can hearing are normal and he may only concentrate

271
141.157.188.166
Ectoplasm
As explained earlier, ectoplasm is etheric matter made denser and brought into the Material Plane by the talents of a
psychic. It is a greyish substance, slightly translucent and with a soft greenish glow. The psychic must use his own
body to produce ectoplasm. It is usually excreted from the mouth but may also be exuded from the pores on the
hands, face and other parts of thebody.

Ectoplasm is psychoactive, which means that it reacts to the thoughts of the psychic producing it. It has hardness
equal to the psychic’s total Will saving throw bonus, which the psychic can voluntarily reduce to 0 at any point.
Ectoplasm bobs and oozes in an amorphous cloud of floating matter. A patch occupying a cube 5 feet per side will
THE OCCULT

have 2d10 hit points plus the psychic’s Charisma modifier.

Ectoplasm can float freely, seeming to have no weight at all. It moves away from the psychic at the rate of 5 feet
per round in any direction and as for as far as the psychic can maintain a steady stream of the substance. The mass
of glowing ooze always remains connected to the psychic by several strands of various thicknesses; see hardness and
hit points above. As it is no longer ethereal, ectoplasm cannot pass through walls but it can squeeze through even
the smallest of openings. If the psychic snaps out of the trance, the ectoplasm formed dissolves into thin air in 1d4
rounds, as does any part that is broken off or loses contact with the psychic.

The ectoplasmic cloud obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment;
attacks have a 20% miss chance. Creatures farther away have total concealment; attacks have a 50% miss chance
and attackers cannot use sight to locate targets. A moderate wind (11+ mph), disperses the cloud in 4 rounds, while
a strong wind (21+ mph) disperses it in 1 round, unless the psychic makes a Psychic Control check (DC 15 for
moderate and 20 for strong) to maintain the cloud’s integrity. Fire burns away the ectoplasm harmlessly, erasing any
part of the cloud with which it comes into contact.

Ghosts and any other ethereal creature inside the ectoplasm will become visible unless they succeed at a Will saving
throw with a DC equal to the Psychic Control check result. Their forms are blurred and indistinct, and their voices
faint. Ethereal creatures attacked whilst inside a cloud of ectoplasm receive half damage from material sources, to
which they are normally immune.

The derived powers for Ectoplasmic Secretion grant a psychic better control over ectoplasm’s properties, as well as
allowing him to use it for a variety of effects.

on one point of his ectoplasmic secretion at any Prerequisites: Attentive, Psychic Sensitivity.
one time, so he cannot perceive everything that Control/Save DC: 15 base (see below)/10 + half character
happens around his secretion in the same round. level + Charisma modifier
The psychic must be able to see or perceive what Effect: When the psychic learns this power, Sense Motive
he is doing with any of his other senses. Unlike and Gather Information become class skills or, if he
other psychic powers, this property does not already has them as class skills, he gains a +1 psychic bonus
require a Psychic Control check to activate but to Sense Motive and Gather Information checks. The
is an automatic property of the ectoplasm he character can enter a normal trance and concentrate on
secretes. Requirements: Psychic Control 8 ranks, actively detecting the presence of sentient minds within
4 practice points. the range he specifies before rolling the Psychic Control
check to activate the power. All Telepathy powers have a
 Extrasensory Input: The psychic must already base DC of 15, which can increase or decrease depending
have the sensory input derived power before he on the derived power and the focus of his range. All
can learn extrasensory input. By activating this telepathy powers work in close range (25 ft. + 5 ft. per
power, the character can now see through his character level) but the psychic can try to increase that
ectoplasm as if he had darkvision and can use any range by increasing the DC of the Psychic Control check.
powers from The Sight through the ectoplasm.
Requirements: Psychic Control 6 ranks, 6 practice Range Modifier
points. Range DC modifier
Medium (100 ft. + 10 ft./level) +5
Telepathy Long (400 ft. + 40 ft./level) +10
The psychic opens his mind to the astral winds, which Overland (1 mile/level) +15
transport thoughts and higher emotions from mind to Continental (100 miles/level) +20
mind.

272
141.157.188.166
The more familiar the character is with a subject, the  Plant Impulse: The psychic plants a compelling
greater his chance of establishing telepathic contact, attraction or a strong aversion in the mind of the
as noted in the table below. Even if he is on another target. The impulse can be toward a particular
continent, a telepath may be able to contact an intimate person, an object, an action or an event. The
friend to warn him of danger. power’s subject takes reasonable steps to meet,
get close to, attend, find, or perform the object
Connection Modifier of its implanted attraction, or avoid, get away
DC from, or miss the object of the aversion. For the
Connection modifier purposes of this power, ‘reasonable’ means that
Second-hand knowledge +5 while fascinated, the subject does not suffer from

THE OCCULT
First-hand knowledge or any +0 blind obsession. The subject will not undertake
knowledge, but subject is within sight obviously self-destructive actions and can still
recognize danger but will not flee unless the threat
Familiar knowledge –5
is immediate. If the psychic makes the subject feel
Intimate ally –10
an impulse towards himself, he cannot command
Likeness or picture –2 the subject indiscriminately, although the subject
Possession or garment –4 will be willing to listen to the psychic even if the
Body part, lock of hair, bit of nail or –10 subject disagrees with what he is told. If the
similar feeling is aversion, the subject will do all in his
power to stay up to 30 feet away from the psychic.
Derived Powers: Characters with the Telepathy base While active, this power grants the psychic a +4
power can eventually learn the following derived powers. bonus to his or her Charisma modifier when
dealing with the subject. Requirements: Psychic
 Mental Contact: The character can attempt to Control 6 ranks, 4 practice points.
establish a connection between his mind and that
of a subject. He must make a Psychic Control  Read Thoughts: The psychic can concentrate
check at the base DC if he is contacting an ally, closer on the whispers of the astral winds and read
at +2 to the base DC (DC 17) if contacting a the surface thoughts around him. He chooses
neutral person and at +5 to the base DC (DC a single subject within the specified range and
20) if contacting a hostile subject. Unwilling makes his Psychic Control check. The subject can
targets, which may include friends, make their make a Will saving throw to prevent the character
Will saving throws as normal. If the psychic from reading its thoughts. If the subject fails,
manages to establish mental contact, he and the the character can ‘listen in’ to what the subject is
subject can converse for as long as he maintains thinking at the moment but cannot pry deeper. A
his trance. Communication takes place heedless subject can still sense that its mind is being invaded
of language barriers, as it is thoughts that are being if he failed his saving throw by less than 5, while
transmitted in raw form. Requirements: Psychic a character with Psychic Sensitivity needs to fail
Control 4 ranks, 2 practice points. by less than 10 to do so. Also, if the subject beats
the saving throw DC by 10 or more, he repels the
 Mental Scream: The psychic opens a telepathic attempt and realises someone has just tried to read
channel but instead of attempting contact in either his mind, while a psychic sensitive needs only to
direction, he simply floods his target with psychic succeed by 5 or more to achieve this. Creatures
energy. The DC for this power has a +5 modifier. of animal intelligence (Int 1 or 2) have simple,
If the subject fails his Will saving throw, then he is instinctual thoughts that the psychic can pick
stunned for 3d4 rounds, during which the psychic up. By increasing the Psychic Control check DC
can leave his trance without shortening the effect. by +10, the psychic can attempt to reach deeper
Requirements: Psychic Control 8 ranks, 4 practice inside a subject’s psyche, to ask one question
points. per point of his Wisdom modifier. The subject
gains a +2 to his Will saving throw to resist the
 Mind Wall: The character can shield his mind from deeper probing but must subconsciously answer
psychic phenomena by exploiting his expertise the psychic’s questions if he fails. Requirements:
with the astral winds. He enjoys a +2 bonus to Psychic Control 6 ranks, 6 practice points.
Will saving throws against all applications of
psychic powers and mind-affecting magic. He  Sense Emotions: With a successful Psychic Control
may even gain a saving throw even if he is not check, the psychic in a trance can use the Sense
entitled to one by the effect’s description, such as Motive skill to ascertain the exact feelings of large
avoiding detection by the Psychic Sensitivity or crowds or focus his preternatural attention on a
Telepathy base powers. Requirements: Psychic single individual. When reading large crowds,
Control 4 ranks, 2 practice points. the psychic detects the mood of 10 living beings

273
141.157.188.166
per check, which must be in the specified range. by the holder’s Strength check. The character
When focused on a single person, the psychic can move objects in any direction without any
can instantly tell if that person is lying or hiding additional effort. Requirements: Psychic Control
something. Requirements: Psychic Control 6 6 ranks, 6 practice points.
ranks, 2 practice points.
 Levitation: The psychic can move himself or
Psychokinesis another willing subject up and down at will. A
There are many theories regarding how a psychic can creature must be willing to be levitated. The
manipulate physical phenomena with his mind. Some psychic can mentally direct the vertical movement
point to subtypes of ectoplasm as a possible reason, while as much as 20 feet each round as a move action
and up to a maximum height depending on the
THE OCCULT

others formulate theories around a psychic’s attunement


to subtle magnetic forces within and without his body, Psychic Control check result. The psychic cannot
or his ability to channel ectenic force from the Ethereal elicit horizontal movement, although the psychic
Plane. or the subject can push across a ceiling or wall at
Prerequisites: Iron Will, Psychic Sensitivity half their base land speed. A levitating creature
Control/Save DC: Special that attacks with a melee or ranged weapon finds
Effect: The psychic can enter a trance to lift objects no itself increasingly unstable; the first attack has a –1
heavier than 5 lbs. and move them around up to 15 feet penalty on attack rolls, the second –2 and so on,
per round with a successful Psychic Control check at DC to a maximum penalty of –5. A full round spent
10. He can also create short, sudden movements on heavy stabilizing allows the subject to begin again at –1.
objects, such as tables (especially séance tables) and other
furniture. Finally, he can make noises by telekinetically Check Result Maximum Height
rapping on walls and other objects and creatures. The less than 10 failure
rapping is not damage, but is felt as a strong poke and 11-15 20 ft.
may distract a target, prompting opposed Psychic Control 16-20 60 ft.
and Concentration checks. 21-25 180 ft.
Derived Powers: Characters with the Psychokinesis base 26-30 500 ft.
power can eventually learn the following derived powers.
Requirements: Psychic Control 6 ranks, 4 practice
 Ectenic Force: The character can exert greater points.
force upon his surroundings by channelling
ectenic force to move them. Unlike other psychic
powers, the outcome of using ectenic force
Clairsentience
The psychic fine-tunes his perceptions of psychic energy
depends on how good the Psychic Control check
so precisely that he transcends distance, time and even fate
result is. With higher results, the psychic can lift
in the visions that he gains.
heavier objects and move them more quickly. If
Prerequisites: Psychic Sensitivity, The Sight (deeper
the character spends an action point, he can push
trance)
the object with sufficient speed to cause damage,
Control/Save DC: 18 base (see below)/opposed
ignoring the maximum speed but acknowledging
Effect: When he is not in a trance, the psychic can have
the maximum weight of the object. The target of
little glimpses of the next few seconds, particularly when
a damaging object can make a Reflex saving throw
he is in danger. He gains a +2 psychic bonus to initiative,
against the result of the Psychic Control check to
to Reflex saving throws and to DV against traps. The
suffer half damage.
derived powers have different modifiers, which they apply
to the base Psychic Control DC made to activate them.
Check Maximum Maximum Derived Powers: Characters with the Clairsentience base
Result Weight Speed Damage* power can eventually learn the following derived powers.
less than 10 failure failure failure
10-12 5 lb. 15 ft. -  Future Sight: The psychic moves forward in his
13-15 10 lb. 15 ft. 1d6 visions, trying to discern the potential futures that
16-19 25 lb. 20 ft. 2d6 express themselves in the astral winds. This power
20-23 50 lb. 20 ft. 3d6 provides the psychic with a useful piece of advice
24-28 100 lb. 40 ft. 4d6 in reply to a question concerning a specific goal,
29-34 250 lb. 60 ft. 5d6 event, or activity that is to occur within a certain
35-40 1,000 lb. 100 ft. 6d6 amount of time. The advice can be as simple as a
short phrase, or it might take the form of a cryptic
* Character must spend an action point.
rhyme or omen. If the character does not act on
the information, the conditions may change so
If an object is being held by someone, the character
that the information is no longer useful. The
makes a second Psychic Control check, opposed
base chance for a correct answer is 70% + 1%
274
141.157.188.166
per character level, to a maximum of 90%. If the  Psychic Hound: The psychic can attune his senses
dice roll fails, the psychic is aware that the power to the distinct psychic echoes of an object or
has failed. The psychic decides how far ahead he creature known to him. By activating this power,
wants to see, which adds a modifier to the Psychic the character senses the direction of a well-known
Control DC. Regardless of the result, the psychic or clearly visualised object or creature, although
must maintain his trance for 10 minutes to gain a not the distance to it or its surroundings. The
vision of the future. character can search for general items or a
creature of specific kind, in which case he locates
Time DC modifier the nearest one matching the criteria if more
1 week +0 than one is within range. Attempting to find a

THE OCCULT
1 month +5 certain item or creature requires a specific and
accurate mental image; if the image is not close
1 year +10
enough to the actual object, the power fails. The
10 years +20
psychic may not specify a unique item or creature
100 years +30 unless he has observed it first-hand or knows it
500 years +40 intimately. Other psychics with Telepathy (mind
1,000 years +50 wall) are entitled to a Will saving throw opposing
+500 years over 1,000 +5 each the character’s Psychic Control check to avoid
being located. Objects in their possession likewise
Multiple attempts concerning the same topic by benefit. A thin sheet of lead or running water
the same psychic use the same dice result as the effectively blocks this power. Trying to locate a
first use of the power and yield the same answer creature increases the Psychic Control check DC
each time. Requirements: Psychic Control 10 by +4. Requirements: Psychic Control 6 ranks, 4
ranks, 6 practice points. practice points.

 Past Sight: The psychic concentrates on a location  Scry: You can see and hear some creature or
at which he is present, or on an object or person the surroundings of a location, which may be at
that he is touching and has a vision regarding any distance. The Psychic Control check DC is
its history. The types of events most likely to determined by how familiar the psychic is with
leave psychic impressions are those that elicited the location or creature but the latter is entitled to
strong emotions: battles and betrayals, marriages a Will saving throw opposing the Psychic Control
and murders, births and great pain, or any other check result to avoid being scryed upon.
event where one emotion dominates. Everyday
occurrences leave no residue for the character to
Knowledge DC
detect, although if reading an object, each time it
modifier
was gained and lost counts as an important event
None1 +10
from the object’s perspective. This sensitivity
extends a number of years into the past depending Second-hand (you have heard of the +5
on the result of the Psychic Control check: subject)
First-hand (you have met the +0
creature or visited the location)
Check Result Years
Familiar (you know the subject –5
Less than 15 Failure
well)
15-16 100
1
17-18 200 You must have some sort of connection to a subject you
19-20 300 have no knowledge of.
21-25 500
Connection DC
26-30 1,000
modifier
31-40 2,000
Likeness or picture –2
The vision of the event is dreamlike and shadowy. Possession, garment or furniture –4
The psychic does not gain special knowledge of once in contact with the subject
those involved in the vision, though he might Body part, lock of hair, bit of nail, –10
be able to read large banners or other writing scrap of painting, thread of tapestry
if they are in an understood language. The or the like
character can sense one distinct event per round
of concentration, if any exist at all. Requirements: If the psychic successfully activates this power and
Psychic Control 6 ranks, 4 practice points. forces his perceptions on the creature or location,
he can see or hear (sense chosen upon activation)

275
141.157.188.166
the subject and its immediate surroundings, to a the original target of the condition. He may later
distance of approximately 20 feet in all directions purge them with this power if he fails the saving
of the subject. If the subject moves, the psychic’s throw or throws and is affected. Ectoplasm can
senses follow at a speed of up to 150 feet. The also receive the purged malignancy, needing just a
psychic has his full visual acuity, including tiny trickle of its matter to contain it. As they are
any occult effects. If a creature succeeds in its affected, the vessels (except the psychic) turn black
saving throw, the character may not attempt to and start to wither and spoil. Even if they are not
scry on that subject again for at least 24 hours. contagious, the psychic is advised to get rid of
Requirements: Psychic Control 8 ranks, 6 practice these vessels as quickly as possible. Requirements:
points. Psychic Control 10 ranks, 4 practice points.
THE OCCULT

Psychic Healing  Recuperate Body: The psychic can restore the flows
The psychic can harmonise life energy by touching the of energy in a body ravaged by disease, poison or
etheric body of another person to achieve miraculous feats another debilitating condition. A successful Treat
of healing. He may even work this effect upon his own Injury check at DC 15 while the character has this
body. power activated cures 1d4 points of temporary
Prerequisites: Treat Injury skill, Knowledge (earth and ability damage to one of the subject’s ability
life sciences) skill, Psychic Sensitivity. scores. It also eliminates any fatigue suffered
Control/Save DC: 15/- by the character and improves an exhausted
Effect: Even when he is not in a trance, the character condition to a fatigued one, although the psychic
gains a +2 psychic bonus to Fortitude saving throws and cannot eliminate the fatigued condition for a
to Treat Injury checks. failed Psychic Control check. By adding a +10
Derived Powers: Characters with the Psychic Healing modifier to the Psychic Control check to activate
base power can eventually learn the following derived the power, the psychic may also remove negative
powers. levels and restore one level lost to energy drain
orsimilar abilities. Requirements: Psychic Control
 Facilitate Recovery: With a successful Treat Injury 8 ranks, 4 practice points.
check while this power is active, the psychic
can manipulate events so that one hour of rest Heshia could hear the combat raging above her but
transpires in but 10 minutes. As a consequence, she needed a moment to recover from the use of her
a person heals as much damage in nearly an hour magic. She also needed a few seconds to achieve a
and a half as he would heal with a full night’s rest, trance state and prepare herself for battle. At first,
while being tended to. By spending an action not surprisingly, her mind was too active and furtive
point while using this power, the psychic can to calm down and give her access to her powers but
make a Treat Injury check with the purpose of she forced herself to achieve a sense of calm. The
helping a subject to recover hit points but instead future would unfold as fate ordained and nothing
of healing 1d4 hit points, the psychic is able to she could do would change the will of the world.
restore 1d8 hit points for every five points by All that she could do was struggle to survive, just as
which the Treat Injury check exceeds DC 15. The she always had.
psychic can only use either version of this power
once per day on a single subject, including himself. Once her thoughts were at peace, Heshia set her
Curing hit points deals 1d4 points of non-lethal body’s amazing healing abilities into motion. Now,
damage to the psychic when he leaves the trance. for as long as she could maintain it, any injury
Requirements: Psychic Control 4 ranks, 6 practice would be mitigated considerably. Her muscles
points. hardened and her skin thickened with the power of
her mind coursing along every limb. She expected
 Purge Malignancy: The psychic removes any to get hurt but this would keep her going a lot
serious imbalance in a subject’s etheric body, longer and help her recover if her wounds were not
transferring it to another vessel. This power cures immediately fatal.
all diseases from which the subject is suffering,
as well as eliminating any parasites, poisons or There was no more time to lose. The team needed
drugs coursing through its system. The psychic her. Jerrek needed her. That last thought almost
may have a ready vessel to which to transfer the shattered her concentration; the image of the human
ailment, which must be any organic substance, was so strong and carried so much emotional power
with plants and eggs being the most common with it that Heshia nearly lost her focus. Resolving
but animals also providing adequate vessels. The to deal with that if she lived through the next few
psychic may transfer the ailment towards himself minutes, the elven warrior hefted her pistols and
if he lacks any appropriate vessel, in which case he joined the fray.
makes any pertinent saving throw as if he had been

276
141.157.188.166
 Withstand Pain: While this power is active, the in a circle. They must be touching each other in some
psychic takes a portion of any attack that deals way, either by holding hands or by touching their spread
damage as points of non-lethal damage equal to fingers on the surface of a table. At this point, the psychic
his Strength modifier. This power is not retroactive usually gives a small performance to help the participants
and thus may not be applied to wounds received into the right frame of mind, uttering strange incantations
prior to activating this power. Requirements: and arranging elements of the ceremony, such as candles, a
Psychic Control 4 ranks, 2 practice points. psychograph, tarot cards and similar paraphernalia.

The Séance The participants of the séance make a Concentration


Although psychics are able to enter trance and use their check at DC 15 to enter a mild trance state, echoing

THE OCCULT
powers on their own, many have found that entering the psychic’s. Although the initial ceremony is mostly
trance with the help of others helps enormously. A séance for cosmetic effect, the psychic can help the participants
is a special gathering in which a psychic channels the of the séance become more receptive to his words with
talent inherent in even the dullest of people and uses it to a successful Perform (act) check at DC 15, which grants
bolster his own ability. them a +2 morale bonus to their Concentration checks.
Any participant who does not wish to enter a mild trance
A séance can have many purposes, with the most common may refrain from so doing.
being to contact the spirits of the dead for guidance. Any
psychic may attempt a séance. This is usually a chance for Once every participant is in a trance, the psychic enters his
a social gathering before and after the actual ceremony. own to activate whatever power the séance was organized
Some psychics use props and disguises to complicate the for. For each participant in a mild trance, the psychic
workings of a séance to the eyes of all lay participants but gains a +2 bonus to his Psychic Control checks and his
they are not needed except for flavour; an honest psychic Concentration checks. The risks of the séance method
could hold such a ceremony even in the middle of the are sceptics and the distracted. Every participant who fails
street, allowing for all distracting factors. or forfeits his Concentration check imposes a -2 penalty
The first step in a séance is to arrange all the participants to the psychic’s checks, which is why he strives to get
everyone into the right mood.

The psychic can end the séance at


any time, simply by ending his trance
and breaking contact. If one of the
participants breaks contact, the psychic
must make a Concentration check at DC
20 or snap out of the trance with all the
adverse consequences. If he succeeds at
the check, the circle is still broken and
everyone’s trance ends but the psychic is
not affected.

Magic
Magic is a mysterious force that none
can comprehend fully. Even psychic
phenomena possess a number of scientific
theories to explain their operation,
unproven though they may be. Magic is
altogether different. It is a science with
laws of its own, one which requires a
unique mindset.

The origins of magic are lost in history.


Every fresh incarnation generates
new theories to explain its underlying
principles. The most frustrating thing
about magic is that although the methods
and instruments are important, as with
any other science, there does not appear to
be a consistent set of rules governing what
works and what does not. As dismissive
as an arcane ritualist may be of the ways
277
141.157.188.166
of an animist, both ways of working magic create results, from rituals and from which he can unleash them at his
even if those results are disguised as coincidences. leisure by simply repeating a simplified form of the ritual.
Conduits are expensive in both material and spiritual cost,
Regardless of how widespread the practice of magic is in as a magician must use part of his essence to bind rituals
any given setting, its actual practitioners are few, for magic into them.
requires not only dedication and discipline similar to that
of the scientific method but also special talents. A magician is not rendered powerless by the removal or
destruction of his conduit, as magic is a matter of study,
Working Magic practice and expertise like any of the natural sciences.
Magic is a fickle mistress and an unwieldy one to boot. The lack of a conduit simply poses an obstacle to his work
outside his sanctum.
THE OCCULT

The reason why magic remains the purview of elite


scholars and gifted individuals is that unlike the products
of technology, it is not instantaneous in its operation and Magic Style
the wielder of magic risks much more than simple bodily Primitive people describe magic as a force rather than an
harm in the case of failure. art. They are not altogether wrong, for its power is very
generous, providing a broad variety of forms that can
The products of sorcery require special tools and spaces, channel it. Unlike more stringent forces like electricity or
such as a laboratory and an arcane library, a prayer even light, magic flows freely and obeys subtle laws that
sanctum, a sweat lodge or any similar location that will are apparently divorced from natural laws, or work on a
grant a practitioner the privacy and comfort he requires. more transcendental level. These subtle laws nudge magic
Magicians work their abilities, through rituals and into answering the efforts of magicians using apparently
ceremonies that channel their wills and knowledge and disparate methods and materials to perform the same
which they perform alone or with assistants. These rituals effects.
include all the paraphernalia of the magician’s style and
usually take quite a while to complete but are the central Upon taking his first steps in the world of the occult and
practice of magic. of magic in particular, a magician chooses his style for
performing magic, depending on how he learned it. The
Given this unwieldiness, magic does not lend itself to different styles are incompatible, so that a magician who
casual improvisation, which is why the most common starts learning a particular style finds it inconceivable that
rituals involve enchanting a conduit. A conduit is the the other styles should work and may even believe them
proverbial wizard’s staff or witch’s wand, a tool into to be different arts altogether, whereas in reality the only
which the magician introduces a number of effects born things that differ are the words and the tools. Despite this

Magic Style and Key Ability


When a magician chooses his magic style, he also determines which ability he will use to modify all his Ritual skill
checks: Intelligence, Wisdom or Charisma. He may choose a style each time he gains his first rank in a Ritual
skill. This choice is final and cannot be changed. The magician learns the methods and rules for that discipline of
magic and cannot change his focus without losing all his gained ranks as he unlearns the methods he had previously
learned.

Magic Style Key Ability How It Looks


Arcane ritualism Intelligence Ritual (necromancy) (Int), Ritual (invocation) (Int) and so on.
Faith working Wisdom Ritual (protection) (Wis), Ritual (divination) (Wis) and so on.
Animism Charisma Ritual (enticement) (Cha), Ritual (divination) (Cha) and so on.

For example: Heshia is an 11th level occultist (magician) and chose to be an arcane ritualist upon learning her first
ranks in the invocation, protection and transformation specialties of the Ritual skill, all of them using her Intelligence
modifier as a bonus to Ritual checks. In one of her first missions for the City Fathers, she comes upon holy texts
regarding the calling of divine beings, which would help her in her Ritual (invocation) checks if not for the fact that
they are written from a faith worker’s perspective (based on Wisdom) and thus useless to her.

On the outskirts of ruined Megadon, she also talks at great length with a local shaman, an animist magician who
has much to teach in the arts of necromantic magic. This gives Heshia the option of gaining Ritual (necromancy)
ranks using the animist style, therefore making Ritual (necromancy) a Charisma-based skill for her rather than an
Intelligence-based skill. In this way, multiple arts can be encountered by a single worker of magic and either be
incorporated at the cost of skill points or avoided as being too divisive of the magician’s talents.

278
141.157.188.166
underlying connection, a magician has a very hard time substances to reach trances, another common element
learning magic from sources of a style other than his own. with psychic phenomena. Animist rituals involve
There are three different magic styles, born from different wilderness retreats, sweat lodges and crude meditating
cultures and circumstances. circles, with conduits ranging from primitive musical
instruments, carvings, fetishes, drums and jewellery to any
Arcane Ritualism: By far the most publicly acknowledged other material that might resonate well with any spirit the
of the styles, arcane ritualism sees magic as just another magician worships. Animists rely on their sheer strength
science, albeit with its unique laws and principles. of personality to impress and cow the spirits into serving
Arcanists approach magic meticulously and write down and helping them.
the tiniest observations, analysing and synthesising the

THE OCCULT
methods that work. Arcanism is the prevalent magic The Laws of Magic
method, with most occultists considering it the one true Through effort and constant study, students of the
art and the one that combines best with technology, for magical, be they actual practitioners or merely observers,
which see the previous chapter. have compiled a set of general rules by which magic
seems to function. Although not as precise and binding
Methods: Arcanism relies on magical diagrams, alchemy, as the scientific principles of natural laws, the laws of
astrology, numerology, obscure formulae, magical magic do seem to apply throughout the different styles
geometry, forgotten languages and the like. Its rituals and traditions, so that experienced magicians pen their
involve magical circles and laboratories complete with findings and archive their notes, jealously guarding
obscure substances and materials, while its conduits their discoveries or bragging about them in social and
are commonly staves, wands, crystal rods or complex professional circles.
apparatuses. Arcane ritualists rely on their keen capacity
for devising, analysing and memorising complex principles The Law of Sympathy: The most powerful principle
and formulae. of magic is, without doubt, the Law of Sympathy. It
determines which substances and materials have a
Faith Working: Many students of ancient societies demonstrable effect on magic rituals, it dictates how they
propose that magic and religion are just different sides of affect their targets and it establishes what can a magician
the same coin. Faith working is a style of magic practiced expect from his workings. In general terms, the Law of
by the ordained priests of the different religions of the Sympathy states that all things are related to others by
world, although only the truly faithful can muster enough virtue of their properties or nature and that a magician
power of will to work magic and these are not always can use such connections to create or empower an effect.
ordained. Devotion and sheer conviction are the keys to Magic words, gestures and components resonate with
working successful faith rituals. the sympathy they have with magical effects. Ancient
traditions took to the task of identifying which of these
Methods: Faith workers use holy symbols and sacred were more effective, thus giving rise to magic as an art that
paraphernalia, beads and other praying aids. Faith rituals can be taught and codified. The Law of Sympathy has
are prayer circles, lectures from holy scripture, anointment three subcategories that better define its influence:
with sanctified substances and sometimes extreme
demonstrations of faith, like self-flagellation, fasting or  The Law of Similarity: This aspect of sympathy
pain tolerance. Faith workers with psychic powers explain maintains that like produces like. In more explicit
them as gifts from their chosen deity. Faith workers rely terms, it means that the image or likeness of
on their awareness and intuition to comprehend the something will produce the effect it is reproducing,
vastness of their deity’s will. or will influence that which it depicts. Psychics
can attest to the veracity of this law, for they can
Animism: The way of primitive people, animism is the better channel their divinatory talents towards
belief that all things have a soul, including plants, animals a person if they possess his portrait, sculpture
and even machines, an assertion that hybrids and sentient or other likeness. The power of names has its
constructs will be happy to consider. Animists perform foundation in the Law of Similarity, for a name
magic by calling upon the power of the spirits inhabiting represents the person who bears it with much more
the world and channelling their power, a dubious assertion intimacy than a simple depiction. In the case of
that has not been able to hold its ground against scientific magical components, magicians choose those that
analysis, although it still works. Animist magic is intuitive are related to the effect they wish to produce: an
to such a degree that it has frequently been confused with illusionist will generally have a prepared depiction
psychic phenomena. An animist magician will often of the imagery he wants to produce as part of
develop psychic powers, as he trusts in his awareness to his ritual’s components, or a healer will use a
the invisible to work magic. bloodstone to cure haemorrhages.
Methods: Animist magic uses herbs and animal remains,  The Law of Contiguity: The basic principle of
simplistic warding circles, chanting and mind-altering this law is that what once was part of a whole,
279
141.157.188.166
continues to reflect the whole. This law is the that they may take years or decades to manifest and are
reason why many magicians seek fervently for the therefore well-nigh impossible to trace back to the magical
parts of magical creatures such as dragon scales, working that caused them. Only when the magician fails
griffon feathers or clippings from a unicorn’s horn, spectacularly at harnessing the magical forces in a ritual
for they retain reflections of their previous owners’ does the Law of Consequence react in its most destructive
power. More mundane materials work just as manner.
well, such as using a cat’s hair in a ritual designed
to increase agility, or a bull’s horn to increase brute The Law of Geasa: Magicians discovered this principle
strength. By means of this law, a magician may following their dealings with two apparently disparate
also create a direct channel between his ritual magical species, namely elementals and demons. The
and an intended target by using something that law states that any oath, vow or promise taken under the
THE OCCULT

belonged to it, such as a strand of hair or a piece auspices of a magical ritual is absolutely binding. Oath
of frequently-used clothing, another principle that takers cannot break their word unless they want to face
psychic phenomena takes advantage of. The last dire consequences in the form of crippling curses that
application of this law relies on the principle of fade away when the oath ends. When magic is active, it
contagion, considering that objects that come in echoes the words of a promise and imprints them on the
contact with something retain for a little while a astral bodies of the oath takers, so that they will burn with
connection with that something. While not as great magical power at the moment on which the oath
powerful as a direct connection, magicians exploit is broken, causing great pain and misfortune to the oath
this principle mostly for divinatory purposes; see breaker until he rights his actions. Called geasa, magical
the Law of Resonance. promises are always part of deals between magicians
and magical beings, the latter of which are quite adept
 The Law of Antipathy: The last variation of the at bending a promise’s meaning to catch inexperienced
Law of Sympathy states that opposites cancel each magicians unaware.
other. Simple as it sounds, the applications of this
law can become quite arcane, for the same reasons If he fails to comply with the geasa for 24 hours, the oath
as those governing why the Law of Similarity breaker takes a –2 penalty to each of his ability scores.
works. A magician can use a piece of burning coal Each day, another –2 penalty accumulates, up to a total
as a component in a ritual intended to neutralise of –8 but never dropping below 1. These penalties are
a poison, because the coal’s relationship with removed 24 hours after the subject resumes obeying the
fire opposes poison’s relationship with water. geasa. Disobeying a complex geasa has much more dire
Magicians use this principle mostly for countering consequences. The subject takes 3d6 points of damage
other magical effects. each day on which he does not attempt to follow his oath.
Additionally, each day he must make a Fortitude saving
The Law of Equity: No one gains anything without throw at a DC of 15 or become sickened. These effects
giving something in return. Contrary to popular belief, end 24 hours after the creature attempts to resume the
magic cannot produce something out of nothing. Even geasa.
when magic makes things appear from thin air, subtle
etheric and astral forces as well as multiple resonances The Law of Resonance: Derived from the Law of
have come into play, demanding that the magician fuel Sympathy, this principle states that every being, object
his rituals with the right materials, utter the precise and event radiates an aura in the etheric or astral
incantations and perform the correct gestures. The more frequencies, or both. This aura reflects the nature and
powerful the intended effect, the more costly or exotic the strength of its origin, and can sometimes grow so strong as
materials become and the more difficult it is to perform. to be noticeable by mundane senses. Necromantic magic,
Many magicians try to complement this difficulty by for example, exudes a feeling of decay and loss, while the
performing their rituals in places of power and on dates invocation of fire will certainly leave a magician with an
when magic forces flow with greater strength, for if they aura of restlessness. Psychics can read these auras, while
fail to provide magic with that which it demands, it will magicians may use them to discern the nature of magical
exact its price from the magician’s body and soul. items, as well as to aid them with their own divination
attempts.
The Law of Consequence: The natural law that declares
that ‘for every action in nature there is an equal and Aura Strength: An active aura’s power is equal to the ritual’s
opposite reaction’ also applies to magic, convincing many scope. If an aura falls into more than one category, the
scholars that magic is simply a more subtle natural force. stronger of the two dominates the other. A magical aura
Unlike measurable phenomena, the consequences of magic lingers after its original source dissipates, in the case of a
are anything but obvious. A magician who only uses his ritual, or is destroyed, in the case of a conduit or magic
knowledge for the welfare of others will have good things item. Psychic powers and divination effects pointed at
happen to him, while one who treads the darker paths will such a location indicate an aura strength of ‘dim,’ even
begin to suffer from ill fortune. These effects are so subtle

280
141.157.188.166
weaker than a trivial aura. How long the aura lingers at
this dim level depends on its original power:
Step 1: Discipline, Scope and
Descriptor
Duration of Psychic Magic is divided into six disciplines that cover the different
Scope Lingering Aura Sensitivity DC areas of research and practice, as exemplified in the
Trivial 1d6 rounds 18 different specialisations of the Ritual skill. Each discipline
covers a particular kind of magic, although sometimes their
Minor 1d6 minutes 16
areas of influence overlap, if only slightly. A ritual’s scope
Moderate 1d6x10 minutes 14
measures how powerful its effects are, which can go from
Major 1d6 hours 12 the trivial, such as changing the colour of a necktie, to the
Extreme 1d6 days 10

THE OCCULT
extreme, such as causing a rain of igneous rock to destroy
a fortified manor. Selecting discipline and scope go hand
The Magic Ritual in hand as the magician devises the effect he wishes his
Performing a ritual is a matter of knowledge, preparation ritual to have. A character needs at least one rank in the
and talent. The principles of magic apply to all styles adequate Ritual skill in order to perform a ritual for that
thereof. Therefore, while the methods and tools of discipline, regardless of the scope, although it is highly
performing magic rituals differ, the mechanics remain recommended that the magician have as high a Ritual skill
the same. bonus as possible. Some disciplines have sub-disciplines
that categorise the kinds of effect a magician may create,
with their own small set of rules and guidelines.
The Ritual Check
Characters perform magic rituals by making a Ritual The effects described under the scope of each discipline
check. Determining the parameters of this check takes a are examples of what the discipline is capable of at that
little time and forethought but with proper preparation, a level of power. Players and Games Masters should not feel
magician can be capable of almost anything. constrained by the examples in this chapter and are free to
invent their own effects of equivalent power that would
Before figuring out what he needs to do, the character fall under each discipline’s area of influence.
must first know what he actually wants to achieve, so that
he can begin the steps of performing a magic ritual. The ritual’s scope will not only determine the relative
power of the magic effect but will also set down the
1. Select scope, discipline and descriptor: base DC for the Ritual check, as well as the base saving
Determines which particular skill the magician throw DC that potential victims must beat to avoid being
needs and how powerful the raw effect will be. affected by the ritual. It also determines a base subject
2. Determine subject: Defines who and/or what (in its own section), reach and duration that can later be
the ritual will affect. modified to personalise the ritual.
3. Determine reach: Defines how far away the target
can be and still be affected. This characteristic is
more useful when enchanting conduits. Divination
4. Determine duration: For how long the subject Divination rituals enable the magician to learn secrets
will suffer from the ritual’s effect. long forgotten, to predict the future, to find hidden
5. Consider conditions: Special circumstances things and to foil deceptive magic. Divination magic
which might affect the ritual’s performance. is all about gaining information, whether it is from the
6. Make the Ritual checks: The character immediate surroundings or from far away locations, the
determines the Ritual Check DC by adding all the past, the present or the future in any span of time, and
modifiers from the scope, target, reach, duration about revealing the properties of objects and living beings,
and conditionsand rolls 1d20 + Ritual skill bonus which can go from their physical composition to their
+ modifiers. Add the results of all checks until the history and deepest secrets.
target number is met; see later in this section for
details. Scrying: A scrying effect creates an invisible magical
sensor that sends information to the character. Unless
noted otherwise, the sensor has the same powers of

Scope
Scope Ritual Check DC Saving Throw DC Base Reach Base Duration in…1
Trivial 12 10 Close Rounds
Minor 16 12 Close Rounds
Moderate 20 14 Medium Minutes
Major 24 16 Long 10 minutes
Extreme 28 18 Extreme Hours
1
Effects that deal or cure damage always have a base instantaneous duration.
281
141.157.188.166
sensory acuity as the magician, including any special Minor Effects: Detect the presence in the immediate
vision granted by magic acting on the magician’s body, vicinity of subtler targets such as thoughts and invisible
but not emanating from him or his position. The sensor is creatures. Skim the surface thoughts of a target. Gain
treated as a separate, independent sensory organ. As such, the ability to speak in any language. Ask one question
it functions normally even if the character is blinded, about events in the immediate future and past and
deafened, or otherwise suffers sensory impairment. Any the consequences of present actions in the short term.
creature with an Intelligence score of 12 or higher can Maintain updated knowledge of a set of characteristics
notice the sensor by making a DC 20 Intelligence check. of targets. Grant a target magical sight that allows him
Psychics can perceive it as a magic effect of corresponding to see spirits, hidden and invisible things, or auras in the
strength, or spot it at once if their senses are attuned to the Etheric and Astral Planes. Know the general directions of
Astral Plane. The sensor can be dispelled as if it were an objects. See and hear what happens at a different location
THE OCCULT

active magic effect. Lead sheeting or magical protection by scrying.


blocks a scrying effect and the character senses that the
spell is so blocked. Moderate Effects: Permit telepathic communication.
Know the general directions of creatures. Know the
Trivial Effects: Detect the presence of magic, substances, truth of any spoken statement. Ask three questions about
animals, plants, simple objects and undead. Know true events in the short-term future and past. Project one sense
north. Understand written and spoken information of and move it around. Gain knowledge of the physical
magical or mundane nature, including that of animals. characteristics of a wide area. Grant a target magical sight
Gain a +1d4 bonus to a single action as the result of that allows him to see things as they really are. Contact
knowledge of the immediate future. Know a single set beings in a higher plane to ask one question per key ability
of physical characteristics of targets such as the health of modifier.
living creatures, the exact dimensions of an object or the
powers and method of activation of an occult item. Major Effects: Gain complete knowledge of the
characteristics, both physical and magical, of a target,
including tales and rumours surrounding
it. Gain useful advice on future events or
detailed information of past events on a
longer term.

Extreme Effects: Know the exact location


of a target. Gain an active sixth sense to
warn of danger. Gain visions of the far
future or the ancient past.

Enticement
This is the magic that fools the senses and
twists minds at the occultist’s bidding. It
makes targets see and hear things that are
not there and hold opinions they did not
have before, or fail to perceive things that
are indeed there and change their minds
inexplicably. Enticement is the magic
of illusion and manipulation. The elves
are legendary masters of this discipline of
magic.

Charms: A charm effect changes how


the subject views the magician, typically
making it see him as a good friend.

Fabrications: A fabrication is a false


perception, either because it appears out
of thin air or because it is changing the
sensory qualities of a target, including its
very visibility. Fabrications are not real,
even if they do act on the physical senses.

282
41.157.188.166
Manipulations: A manipulation ritual forces the target to Major Effects: Confound the thoughts of creatures so that
act in some manner, changes the way its mind works, or they are driven insane, or remove a single creature’s sense
plants false perceptions directly into its mind that none of sight. Impose a complex oath on a target according to
other can see. the Law of Geasa. Create complex sensory inputs out of
thin air that combine three senses and remain established
Patterns: Patterns are evident sensory effects that have an and unchanging, or forfeit the deception of one of the
impact on the minds of those who see them or are caught senses in exchange for the ability to trigger the illusion
up in them. to respond to some event. Create an illusory double of a
creature, capable of limited interaction with the physical
Trivial Effects: Confound the senses of up to 4 HD world. Create feelings of superiority or encouragement

THE OCCULT
worth of creatures so that they lose their actions for that grant a +4 bonus on three kinds of rolls, or feelings
a round, fall asleep or are kept fascinated. Make a of inferiority and discouragement for the opposite
person believe that the magician is a friend. Change effect. Mimic the effects of trivial, minor and moderate
the magician’s appearance. Create simple sensory inputs invocation rituals with 40% effectiveness.
out of thin air including (but not combining) images,
simple sounds, smells and sensations. Create false astral Extreme Effects: Force any creature to take a particular
auras to make an object appear to be magical, or make a kind of action or remain imprisoned by powerful
magical object appear to be mundane. Increase morale to enchantments. Control the actions of any creature. Make
grant a +1 bonus to a particular kind of rolls or decrease an object or location particularly attractive or repulsive to
morale for the opposite effect. Remove or induce extreme a particular kind of creature. Hide a location completely
emotions, such as fear, rage and such like. from divination effects. Order a creature to die. Mimic
the effects of trivial, minor and moderate invocation
Minor Effects: Confound the senses of up to 1d4+6 rituals with 80% effectiveness.
HD worth of creatures so that they lose their actions for
a round, fall asleep or are kept fascinated or distracted. Invocation
Manipulate a person into complying with a simple The art of invocation brings forth energy, matter and
action. Blur, displace or multiply the image of a subject creatures from one place or another, or even from thin air
to make it harder for others to attack it directly. Make a by conjuring them from the Astral Plane. A creature or
subject invisible, although direct interaction cancels this object brought into being or transported to the magician’s
invisibility. Remove sound around a subject. Create more location by an invocation effect cannot appear inside
complex illusory sensory inputs out of thin air combining another creature or object, nor can it appear floating in
two senses in a simple way. Create false auras to make empty space; it must arrive in an open location upon a
an object appear to be trapped, or to mislead divination surface capable of supporting it. The creature or object
magic. Deal 1d6 points of damage to a target’s mental must appear within the ritual’s reach but it does not have
abilities, namely Intelligence, Wisdom and Charisma. to remain within this limit after it appears.
Create feelings of superiority or encouragement that grant
a +2 bonus on two kinds of rolls, or feelings of inferiority Calling: A calling effect transports a creature from
and discouragement for the opposite effect. Compel another plane of existence into the magician’s presence.
targets to tell the truth. Paralyse a person by making him The ritual grants the creature the one-time ability to
believe he cannot move. return to its plane of origin, although the spell may limit
the circumstances under which this is possible. Creatures
Moderate Effects: Confound the thoughts of creatures that are called actually die when they are killed; they
so that they behave oddly and chaotically or distract them do not disappear and reform, as do those brought by a
so they suffer a -2d4 penalty to Intelligence and to Will summoning effect, for which see below. The duration of a
saving throws. Put a large number of creatures to sleep calling spell is instantaneous, which means that the called
whose HD add up to twice the character’s level. Make creature cannot be dispelled.
any kind of creature believe the magician is a friend.
Control the actions of a person. Impose a simple oath on Creation: A creation ritual manipulates matter to create
a target according to the Law of Geasa, though the target an object or creature in the place the magician designates,
cannot have more than 8 HD. Make a subject invisible subject to the limits noted above. If the effect has a
with no limits to his actions. Create illusory landscapes duration other than ‘instantaneous’, then magic holds
complete with terrain and structures. Create an illusion the creation together and when the spell ends, the
that divination effects perceive instead of the real events. conjured creature or object vanishes without a trace. If
Reduce a target’s mental abilities to 1. Affect a target’s the effect has an instantaneous duration, then the created
dreams to convey a message or cause nightmares, grant it object or creature is merely assembled through magic. It
a wakeful vision of its worst fear or modify itsmemories. lasts indefinitely and does not depend on magic for its
Mimic the effects of trivial and minor invocation rituals existence.
with 20% effectiveness. Paralyse any kind of creature.

283
141.157.188.166
Evocation: Evocation effects manipulate energy in a fog. Fill an area with obstacles or with an inconvenient
similar way to that in which creation rituals manipulate substance or force, including darkness. Create a crude
matter, tapping an unseen source of power to produce a and small shelter. Cure 3d8 points of damage +1 per
desired end. Many of these rituals produce spectacular caster level, to a maximum of +10. Delay the effects
effects and evocation spells can deal large amounts of of poison; remove blindness and deafness, paralysis and
damage. Evocation effects are a favourite to enchant into diseases. Remove penalties to ability scores and heal 1d4
conduits. points of ability damage.

Healing: These spells channel psychic energy into Moderate Effects: Create a burst of matter or energy that
creatures’ etheric bodies in order to heal them, harmonise deals up to 8d6 points of damage. Replenish a machine
their bodies and remove adverse effects. Healing energy is with 8d6 charges of raw energy or fuel. Call a creature of
THE OCCULT

harmful to undead, dealing damage to them rather than up to 6 HD and force it to perform any task. Summon a
repairing it. Only occultists of the ecclesiast vocation can creature or creatures with a total EL of up to 5 to fight for
muster the faith to channel healing energy. the character. Teleport a living target across a distance of
up to 100 miles per character level. Create fog that chokes
Summoning: A summoning ritual instantly brings a with the intent to kill. Fill an area with a substance or force
creature or object to a place the character designates. that actively hampers those within. Create one mundane
When the effect ends or is dispelled, a summoned creature object of cloth, metal, stone or wood. Call forth a small
is instantly sent back from whence it came. A summoned cottage. Surround an object or creature with an aura of a
creature also goes away if it is killed or if its hit points drop certain type of energy. Create a wall of energy or simple
to 0 or lower. It is not really dead but it takes 24 hours matter such as stone or ice. Create a force to provide
for the creature to reform, during which time it cannot cover, push, grab, attack or crush things surrounding
be summoned again. When the spell that summoned a targets. Cure 5d8 points of damage +1 per caster level, to
creature ends and the creature disappears, all the magic or a maximum of +15. Remove poison and restore drained
occult abilities it employed expire. A summoned creature levels and ability points. Restore a creature to life that has
cannot use any innate summoning abilities it may have. been dead for up to one day per character level.
Moreover, it refuses to perform any magic that would cost
it XP, or to use any occult abilities that would cost XP if Major Effects: Create a burst of matter or energy that
they were spells. A summoning ritual’s subject is always deals up to 12d6 points of damage. Replenish a machine
the target creature or creatures being summoned, who with 12d6 charges of raw energy or fuel. Call a creature of
appear at any point within the ritual’s reach as designated up to 12 HD and force it to perform any task. Summon
by the magician. a creature or creatures with a total EL of up to 7 to fight
for the character. Teleport a living target, an object or a
Teleportation: A teleportation spell transports one or more prepared object to the character’s present position. Travel
creatures or objects a great distance. The most powerful to an otherworld. Call forth a mansion for a few hours.
of these spells can cross planar boundaries. Unlike Surround an object or creature with a cage of force that
summoning spells, the transportation is, unless otherwise entraps it. Create a wall of strong matter, such as iron.
noted, one-way and may not be dispelled. Teleportation Create a force to grab things and push them around.
is instantaneous travel through the Astral Plane. Anything Set a trigger or time delay to an effect. Cure 10 points
that blocks astral travel also blocks teleportation. of damage per level as well as all diseases. Regenerate
severed limbs. Bring a deceased creature back to life
Trivial Effects: Create light to illuminate an area over a from its remains, provided the death occurred within the
long time, or to dazzle a target instantaneously. Create magician’s lifetime.
a burst of matter or energy that deals up to 2d6 points
of damage. Replenish a machine with 2d6 charges of Extreme Effects: Create a burst of matter or energy that
raw energy or fuel. Create small amounts of a particular deals up to 20d6 points of damage. Replenish a machine
substance or energy for utilitarian purposes. Improve with 20d6 charges of raw energy or fuel. Call a creature of
armour by 2 points of hardness. Call a simple creature for up to 16 HD and force it to perform any task. Summon
work. Summon a creature of CR 1 to fight. Create thin a creature or creatures with a total EL of up to 9 to fight
mist. Cure 1d8 points of damage +1 per caster level, to a for the character. Create a circle that teleports any who
maximum of +5. step on it to a predesignated spot. Create a doorway to an
otherworld. Trap a target in an extradimensional maze.
Minor Effects: Create light to blind creatures or cling to Trap a soul inside a vessel. Cause earthquakes.
invisible creatures, revealing their outlines. Create a burst
of matter or energy that deals up to 4d6 points of damage. Necromancy
Replenish a machine with 4d6 charges of raw energy or Necromancy effects manipulate the power of death, unlife
fuel. Call a strong creature for work, the HD of which and the life force. Rituals involving undead creatures
cannot exceed 8. Summon a creature or creatures with a make up a large part of this school, as do those intent
total EL of up to 3 to fight for the character. Create thick on causing subtle harm to a target, such as the loss of

284
141.157.188.166
the senses, disease and direct damage.
Necromantic effects that would damage the
living actually repair damage to undead.

Trivial Effects: Deal 1d6 points of damage


to an undead creature. Induce fatigue.
Induce fear to a creature of 5 HD or less.
Deal 1d6 points of Strength damage.
Curse water so it deals damage to good
outsiders. Determine how close to death a

THE OCCULT
living creature is. Repel 1d4+5 HD worth
of undead creatures.

Minor Effects: Command, charm or


paralyse an undead creature. Induce
exhaustion. Remove a sense from a target.
Induce a greater state of fear. Create an
astral connection to a dead limb to act as
if it was part of the character’s body, even
over distances. Preserve a corpse from
decomposing. Steal up to 2d6 hit points
from a living target. Deal 3d8 points of
damage to the living. Gain 1d8+1 per
level temporary hit points. Speak with the
dead. Repel 1d4+9 HD worth of undead
creatures.

Moderate Effects: Animate dead remains


into skeletons and zombies, up to a total of
4 HD per character level. Induce a curse,
a disease or 1d4 negative levels. Wither
plants. Possess a living being. Deal 3d6
points of Strength damage. Deal 5d8 points
of damage to the living. Gain immunity
against death and energy drain effects. Poison a target. or a mummy from a corpse; ignore subject and duration
Repel 2d4+13 HD worth of undead creatures. designations. Control undead creatures, who are allowed
a Will saving throw to resist. Destroy a single creature and
Major Effects: Kill 1d4 HD worth of either living or its remains, with no additional targets allowed. Deal 10
undead creatures per level. Create a permanent ghoul

Moving from column to column for cover, Heshia fired until her guns were dry. She knew she would not have the
chance to reload them, so she holstered them quickly and relied on her other firepower, which was raw magic. It was
time for her to draw on the arts she had kept buried for so long. Somehow, even when she denied these talents in her
soul, she had always known she would have to rely on them again someday. Now, with her team-mates falling back
and the orcs’ superior numbers pressing down on them hard, today was that day.

With a hissing invocation to the sprits of the dead, she channelled energy so black and alien to the soul of an elf that it
left her as cold as ice and nearly sent her sprawling to the ground. It was everything she could do to contain the power
for long enough to give it direction and purpose. Without those two things, the death magic would have claimed her
own life. As it was, all she needed to do was send it towards the orcs; the magic did the rest.

Dark shadows erupted from her outstretched hand, chilling her flesh as they passed through her body. They screamed
in the void between her fingers and the startled orcs, some of whom had the wherewithal to throw themselves from
the area just as the shade-storm erupted around them. The orcs in its path howled once in utter terror and tearing
pain, then fell silent as the darkness flowed into their mouths and quenched their souls. A dozen brutes fell to their
knees, then forward onto their dead, ashen faces. Heshia did not know if it would be enough to save them, but it
was the best she could do. Another spell like that would kill her for sure.

285
141.157.188.166
points of damage per level to a creature. Repel 2d4+17 10 points of damage from individual energy attacks of a
HD worth of undead creatures. particular type or absorb up to 12 points of damage per
level from a particular type of energy attack. Cancel
Extreme Effects: Create a clone that a soul can inhabit minor and trivial magical effects. Create a barrier that
upon its original body’s death. Create a permanent deals up to 4d6 points of damage to creatures that cross
shadow, wraith or spectre from a corpse, ignoring subject it. Grant subjects in an area +2 to DV and saving throws
and duration designations. Deal 1d6 points of damage per against a particular kind of creature, while protecting
level to all creatures in an area; the maximum is 20d6 and them from any mind-affecting powers. Transfer damage
the subject is always an area. Separate the astral body from dealt to another creature to the magician.
its physical shell and go travelling. Impose 2d4 negative
levels. Repel 3d4+21 HD worth of undead creatures. Moderate Effects: Bar travel from or through the Astral
THE OCCULT

Plane, including callings and summonings. Hide an entire


Protection area from divination effects. Keep one kind of creature
Protection rituals create physical or magical barriers, from approaching a subject or push it away. Create traps
negate magical or physical abilities, harm trespassers or on an object that can be opened, which deal up to 3d6
even banish the subject of the spell to another plane of points of damage. Prevent trivial and minor magic effects
existence. If one protective effect is active within 10 from functioning, or cancel existing moderate, minor
feet of another for 24 hours or more, the magical fields and trivial magical effects. Ignore the first 10 points
interfere with each other and create barely visible energy of damage from all attacks. Grant a target immunity
fluctuations. The DC to find such spells with the Search to a magic effect of a given discipline and scope. Break
skill or psychic powers and divination magic drops by harmful magical effects upon a target, including curses,
4. If a ritual creates a barrier that keeps certain types of transformations and enticements. Send a creature back to
creatures at bay, then that barrier cannot be used to push its home plane, though the creature gains a +4 to its Will
those creatures away. If the magician forces the barrier saving throw to resist the effect. Create a field that grants
against such a creature, he feels a discernible pressure a +4 bonus to DV and saving throws against a specific
against the barrier and the effect ends if he continues. kind of creature and which can be discharged to cancel
a magic effect caused by that kind of creature. Allow a
Dispelling: Protection magic can be used to counter creature to move freely across magical effects that impede
or cancel another magic effect, although this discipline or slow movements and actions. Gain Magic Resistance
is only strong enough to counter minor effects at first. equal to 10 + character level.
To dispel another magic effect, the character must first
choose the scope of the dispelling attempt and perform Major Effects: Negate magic effects in a small area.
the dispelling ritual as normal, or through a conduit. A Prevent trivial, minor and moderate magic effects
dispelling effect can only cancel effects of equal or lower from functioning, or cancel existing major, moderate,
scope. The dispelling check must beat its normal DC for minor and trivial magical effects. Keep creatures from
the ritual but the ritual’s casting time is determined by the approaching a subject. Reflect 1d4 magic effects of up
target effect: multiply the DC of the effect the character to major scope back to their origin. Send a creature back
wishes to cancel by 12, with the resulting number being to its home plane, with a normal saving throw for the
the target to reach by adding the different Ritual check creature.
results together. See Casting Time on pg 293. It takes a
full round to activate a dispelling effect from a conduit. Extreme Effects: Protect a subject from all mental
magic as well as divination effects. Prevent trivial, minor,
Trivial Effects: Gain a +1 bonus to saving throws. moderate and major magic effects from functioning, or
Magically lock a door shut, adding +5 to DCs to open it. cancel existing extreme, major, moderate, minor and
Create an alarm to guard an area. Protect from extreme trivial magical effects. Gain a +8 bonus to saving throws
hot and cold weather. Grant a subject +2 to DV and or opposed checks against all magic and psychic abilities.
saving throws against a particular kind of creature, or +1 Entomb a creature, or liberate it from the same. Ruin
against any creature. Surround a creature with a field that occult items and conduits. Bestow three or more kinds of
imposes a 20% miss chance to ranged attacks. Conceal a protection against a particular kind of creature. Repel a
target’s presence from a certain type of creature. Remove particular kind of matter.
the effects of magical fear. Magically ward a subject so that
potential attackers must succeed at a Will saving throw to Transformation
attack him. Guard your allegiance against attempts to Transformation effects change the properties of some
ascertain it with divination magic. creature, thing, or condition. These can range from
simple increases in physical or mental prowess to the
Minor Effects: Magically lock a door or chest shut, classical turning of people into frogs and the much
adding a +10 to DCs to open it. Hide an object or sought-after transmutation of lead into gold.
creature from divination effects. Grant a subject
immunity to one kind of normal attack. Ignore the first

286
141.157.188.166
Trivial Effects: Move or animate small objects. Repair from thin air, particularly damaging effects. Protection
1d8 points of damage to an object. Make minor repairs rituals also carry these descriptors when they are meant
to an object. Open and close unlocked doors, chests and to protect against such an energy/matter type. An effect
other objects with lids and doors. Increase or reduce the acquires one of these descriptors automatically when
size of a person by 1d4+1 x 10%. Make a creature lighter manipulating that kind of energy. ‘Force’ refers to an
so it can jump higher (+20 to Jump checks), fall slower intangible and raw magical energy akin to the telekinesis
(2d6 x10 feet without damage), run faster (+1d4 x10 psychic power. Sonic energy does not work in areas of
feet in speed), or leave no trace of its passing, making it silence and deaf creatures gain a +4 bonus to save against
impossible to track. Make a weapon slightly magical with effects that employ it.
a +1 enhancement bonus. Make water holy or purify it Descriptors: Acid, Cold, Electrical, Fire, Force, Sonic.

THE OCCULT
along with food. Shape terrain wildly to create obstacles.
Elemental Descriptors: When a ritual corresponds to or
Minor Effects: Transform subject into creature of the uses sympathy with one of the four elements, namely air,
same type or into mist. Repair 3d8 points of damage to earth, fire and water, it acquires the appropriate descriptor.
an object. Shrink an object. Shape the form of wood. Effects can range from controlling winds, an air effect, to
Gain a minor physical extraordinary ability, such as seeing creating water from thin air, a water effect, to shaping the
in darkness or breathing water. Increase one ability score very ground into any particular form, an earth effect.
by +2 or grant 1 point of armour by toughening the skin. Descriptors: Air, Earth, Fire, Water.
Open locked objects. Move a target up and down or
gain the ability to fly. Move very briefly into the Ethereal Philosophical Descriptors: These are very hard descriptors
or Astral Plane. Increase or decrease a target’s speed. to adjudicate, as not even the magician may be aware that
Increase the effectiveness of a weapon or of armour, or his magic has a particular leaning. Magic that affects
grant a weapon a greater magical bonus or ability to deal members of a particular philosophical allegiance acquires a
energy damage. Increase or decrease the size or thickness descriptor corresponding to the opposing allegiance. The
of vegetation. Alter the temperature of an object. Sink most common applicable allegiances are Good and Evil,
into stone. Make the ground itself attack adversaries. although occultists with an axe to grind against scientists
may apply Progress or even The Scientific Method as a
Moderate Effects: Transform subject into the form of philosophical descriptor.
any other living creature. Repair 5d8 hit points or 2d6 Descriptors: Varies.
structure points of damage to an object. Alter the shape
and properties of mud and rock. Increase the size of Necromantic Descriptors: Despite being most closely
animals and vermin. Order plants around. Control the associated with necromantic magic, rituals that have
strength of wind. Transform raw materials into finished a strong death or fear component may also belong to
product. Rust metallic objects. Mimic telekinesis. Grant enticement or invocation. Death effects are those that
sentience to animals and plants. Allow creatures to fill a target with death energy, sucking away at its life and
reincarnate. most probably killing them on the spot. Fear effects are
merely those that create any degree of fear, from shaken
Major Effects: Raise or lower liquid levels and influence to panicked.
weather patterns. Repair 7d8 hit points or 3d6 structure Descriptors: Death, Fear.
points of damage to an object. Unravel the form of a
creature or object. Transform creatures into non-living Enticement Descriptors: Likewise, characteristics most
or etheric matter and back. Grant inanimate objects and commonly found in enticement magic can also apply
plants a semblance of life and movement. Shape large to other kinds. Language-dependent effects assume that
quantities of stone. Affect gravity. either the target or the magician (or both) can understand
what is being spoken. Unlike other descriptors, ‘language-
Extreme Effects: Transform anything into anything else. dependent’ represents a restriction to an effect and lowers
Repair 8 structure points of damage per level to an object. the Ritual check’s DC by -2. Mind-affecting magic is
Travel in the Ethereal Plane. Stop time. precisely that, and can only be resisted with Will saving
throws. Psychics with the mind wall telepathic power
Descriptors apply their bonus to their saving throws against mind-
Many magical effects carry with them an automatic affecting effects. All enticement magic is mind-affecting.
connection that describes their effect in a finer detail than Descriptors: Language-dependent, Mind-affecting.
their discipline and scope. This connection is expressed by
a descriptor, which is a label that indicates the connection, Multiple Effects
along with what the ritual can affect and by what it can A ritual normally has only one effect but a magician may
be affected. combine the base effect with others by increasing the DC
of the Ritual check. The magician selects which effect
Energy/Matter: Most invocation effects carry an automatic will be the core of the ritual and complements it with the
descriptor detailing the kind of element they are conjuring additional effects.
287
141.157.188.166
Scope
Additional Effect Trivial Minor Moderate Major Extreme
Same discipline +2 +4 +6 +8 +10
Different discipline +3 +6 +9 +12 +15

A magician may add one extra effect to a ritual per point Many subject definitions are incompatible with the act of
in his key ability modifier. Additional effects may not be performing full rituals, so they are meant to be enchanted
of a higher scope than the core effect. Also, the character into conduits and magical items, from which the effect
must have at least 5 ranks in the extra effect’s appropriate will burst forth.
Ritual skills in order to combine it with the core effect; he
THE OCCULT

gains a +2 competence bonus for every extra Ritual skill in Invocation effects that summon or call a creature have no
the effect for which he has 10 or more ranks. subject other than the individual creature, which appears
at any point within the effect’s reach.
Each additional effect increases the Ritual check’s DC
according to its scope but leaves the saving throw DC Self: The subject of the magic ritual is the character
untouched. performing it, so he stands in the centre of the ritual circle
or activates the conduit upon himself.
Additional effects must complement the core effect, rather
than being consecutive actions. That is, a composite Target: This refers to a person, creature or object that
ritual cannot have a divination effect to find a creature the ritual will affect. ‘Target’ must be specified precisely,
and then an invocation to shower it with a rain of such as ‘one animal’, ‘one weapon’, ‘an ally’, ‘a door’, and
lightning. However, it can be a blessing that increases a so forth. More powerful rituals are capable of affecting
target’s Strength with a transformation and his DV with a more than one target, also depending on the magician’s
protection effect. As always, the Games Master is the final character level; for example, an 8th level character can
arbiter on whether any combination is possible. affect four targets with a minor ritual, eight targets with
a moderate ritual, 16 targets with a major ritual and 32
For example: Heshia wants to perform a ritual that will targets with an extreme ritual. All targets must be in the
allow her to explore the depths of a lake in search of a line of sight of the character and visible to him. Multiple
fabled elven treasure lost to her people for centuries. The targets must be within 30 feet of each other and inside the
watery depths are pitch black and Heshia, despite excellent effect’s reach, for which see below.
elven sight, cannot see in utter darkness. Therefore, she
wants to combine a divination effect that will project her Area/Volume: A ritual that intends to affect a location
senses into the deep water with a transformation effect rather than a specific target has an area or volume. The
that will grant her the extraordinary ability to see in utter magician determines whether the area is a circle or a
darkness. Sense projection is a moderate divination effect, square. It assumes the maximum dimension allowed for
for a Ritual check of DC 20, while enhancing her sight his level and the ritual’s scope, although he can make it
is a minor transformation effect, with the DC modifier smaller by half, decreasing the Ritual check’s DC by -2. If
set at +6, as transformation is a different discipline from the magician wants to shape the area to forms other than
divination. The final Ritual Check DC for the ritual is a circle or a square, then the Ritual check’s DC increases
thus 26. by +4. The advantage of area effects is that they affect
everything inside; the disadvantage is that the magician’s
Several years later, a more experienced Heshia wants to friends may be in there too. The area is measured from a
gain visions of the man she is hunting in her quest to find point of origin and extends to all sides equally; this point
the true murderer of her family. She intends to relive the of origin must fall inside the effect’s reach, which can be
time of their deaths; while there, she plans to explore the the magician himself.
thoughts of the slaughterers who were acting on the orders
of the person she seeks. Seeing the recent past with some Cone: A cone-shaped effect shoots away from the
amount of detail is a moderate divination effect (DC 20) magician in a quarter-circle in the direction he designates
while skimming surface thoughts is a minor divination and as far as the effect’s reach. Cone effects will not go
effect (+4 for being the same discipline) for a total DC around corners. This subject designation is most often
of 24. reserved for conduits.

Step 2: Subject Ray: A magician aims a ray as if using a ranged weapon,


Every ritual aims to affect something or someone, be it a with the Ritual check result acting as a ranged attack roll,
person, a creature, an object or a place. This is called a although the target gains a +4 bonus to its DV and range
‘subject’ and a character performing a ritual must define penalties apply; see pg 171 for ranged combat rules. As
what the subject type for his ritual is before he makes the with a ranged weapon, the magician can fire into the
first preparations. Depending on the ritual’s scope, the dark or at an invisible creature and simply hope to hit
magician will be able to affect more or larger subjects. something, since the rules for cover and concealment
288
141.157.188.166
Base Subject by Scope
Scope
Subject Type Trivial Minor Moderate Major Extreme
Self - - - - -
Target 1 target 1 target/2 levels 1 target/level 2 targets/level 4 targets/level
Area/Volume 5 ft. 5 ft./2 levels 5 ft./level 10 ft./level 15 ft./level
(feet per side)
Cone Per reach
Ray Per reach

THE OCCULT
function normally. If a ray effect has a duration, then it is are reserved for enchanting effects inside conduits and
the duration of the effect that the ray causes, not the length occult items.
of time for which the ray itself persists. If a ray spell deals
damage, the character can score a critical hit just as if it An effect’s reach is the maximum distance from the
were a weapon. A damaging ray effect threatens a critical character at which it can occur, as well as the maximum
hit on a natural roll of 20 and deals double damage on a distance at which the character can designate the effect’s
successful critical hit. point of origin. If any portion of the effect’s area would
extend beyond this range, that area is wasted.
The character may alter the Ritual check’s DC by
broadening or narrowing the affected subject. He can use The reach determines the effect of cone and ray target
the subject designation for a lower or higher scope than definitions, defining how far they extend.
the ritual he is performing.
No Reach: The spell does not act upon a distance.
For every scope by which the character reduces the subject Divination spells that extend through time and have to
designation, the Ritual Check DC decreases by -2. For do with fate also have no physical reach but merely grant
every scope that the character augments the subject visions and information to the magician. Divination
designation, the Ritual Check DC increases by +3. Use effects that are used to observe any location other than the
the following table for quick reference. character’s immediate vicinity do have a reach. Individual
targets that stand at the centre of the ritual’s diagrams,
For example: As an 11th level character, Heshia performs circle or other tools also present have no reach either, since
a ritual for a major invocation effect (DC 24), which they stand at the epicentre of the magic’s origin. Even if
would allow her to affect 2 targets per level, or 22 targets. conduits stand at the centre of the ritual, the magic they
However, she only wishes to affect the band of half a dozen are being enchanted with is meant to act from the conduit
ruffians terrorising a group of elven refugees without outwards and must therefore have an appropriate range.
affecting anything else. She reduces the target designation Effects with a target definition of ‘self ’ automatically have
to that of a minor effect, which would allow her to target no reach and do not benefit from a reduction of the reach
five out of the six ruffians (1 target per 2 levels, rounded designation in this step. Effects with no reach cannot be
down), reducing the ritual’s DC to 20, calculated as DC enchanted into a conduit.
24 minus 4 for two scopes in reduction.
Touch: The character must touch a creature or object to
Step 3: Reach affect it, either with his hands after performing a ritual,
Along with a subject, the magician must take into or with an activated conduit, which cannot under any
consideration the distance that separates him from circumstances be thrown as a ranged weapon. A touch
that which he wishes to affect. Each scope level has effect that deals damage can score a critical hit just as a
a base reach, and this is what magicians fiddle with weapon can, threatening a critical hit on a natural roll
most when performing a ritual. Even a long reach may of 20 and dealing double damage on a successful critical
be inappropriate for most rituals, given the time and hit. Some touch rituals allow the character to touch as
preparation needed to perform one, so the shorter reaches many willing targets as he can reach as part of the effect
but all targets of the ritual must be touched in the same
round in which the character
Altering Subject by Scope finishes performing the ritual
Original New Scope or activating the conduit.
Scope Trivial Minor Moderate Major Extreme
Trivial +0 +3 +6 +9 +12 Close: The spell reaches as
Minor -2 +0 +3 +6 +9 far as 25 feet away from the
Moderate -4 -2 +0 +3 +6 character. The maximum
range increases by 5 feet for
Major -6 -4 -2 +0 +3
every two full character levels.
Extreme -8 -6 -4 -2 +0

289
141.157.188.166
Altering Reach
Reach
Scope No Reach1 Touch Close Medium Long Extreme Unlimited2
Trivial -4 -2 +0 +2 +4 +6 +10
Minor -4 -2 +0 +2 +4 +6 +10
Moderate -6 -4 -2 +0 +2 +4 +8
Major -8 -6 -4 -2 +0 +2 +6
Extreme -10 -8 -6 -4 -2 +0 +4
1
Effects with a reach of ‘self ’ already have no reach and receive no benefit from reducing their reach at this stage.
2
THE OCCULT

Divination and necromancy magic use the same connection modifiers to the Ritual check DC as the Clairsentience (scry) psychic
power, for which see pg 274.

Medium: The spell reaches as far as 100 feet + 10 feet per do those that heal damage or remove harmful effects and
character level. conditions. These cannot be made permanent under any
circumstances. Making an effect have an instantaneous
Long: The spell reaches as far as 400 feet + 40 feet per duration when it does not need to have one decreases the
character level. Ritual check’s DC by -4.

Extreme: The spell reaches as far as 1 mile + 1 mile per Unit Durations: The effect’s scope determines which
character level. time unit the effect uses to multiply it by the magician’s
character level. The units are rounds, minutes, 10
Unlimited: The spell reaches anywhere on the same plane minutes, hours, days and years. The character can will a
of existence. ritual’s effect to stop at any time before its stated duration.
The character can alter the duration of his ritual’s effect
The character may alter the Ritual check’s DC by by increasing or decreasing the number of time units; for
lengthening or shortening the reach. He can use the example, a 3rd level character can make his 3-round effect
subject designation for a lower or higher scope than the last 4 rounds or 2 rounds. He may also convert the time
ritual he is performing. All rituals can be focused inward units to the next type in either direction; the 3 rounds may
to have no reach, as their effect is focused in achieving become 3 minutes, 30 minutes, 3 hours and so on.
something else and therefore provides no particular
advantage to the ritual’s performance. Find the ritual’s Permanent: Once the effect starts, it does not stop
scope and modify its DC by its reach. until cancelled by the character who initiated it or by a
magician proficient in protection magic.
For example: A priest is trying to fry Heshia, calling her
an inhuman spawn of evil. The human priest is using his Concentration: The effect lasts for as long as the character
holy symbol, which he enchanted previously as a conduit concentrates on it. Concentrating to maintain a magic
for an invocation effect. The invocation effect the priest effect is a standard action but anything that can break a
is using is of minor scope, dealing 4d6 points of damage character’s focus when performing a ritual or maintaining
with a DC of 16 to the Ritual check; since the priest is a psychic trance can also break his concentration while
a careful man who does not wish to be too close to his maintaining the effect, thus ending it. The character
targets, he created his ritual with a medium reach rather cannot activate a conduit or perform another ritual while
than a close one, increasing the Ritual Check DC by +2 concentrating on the effects of the first. Making an
to a total of 18. effect dependent upon concentration decreases the Ritual
check’s DC by -4.
Step 4: Duration
The duration of an effect is determined in a similar way Altering Duration
to subject and reach, starting with the effect’s scope. The Duration Ritual DC modifier
base duration of an effect is measured in a number of Increase by 1 unit +1
time units per the magician’s character level. A minor Decrease by 1 unit -1
effect would last one round per character level, while an Convert to higher unit +4
extreme effect would last one hour per character level. Convert to lower unit -4
There are a number of ways by which a magician can alter
Make permanent +12
the duration of a ritual’s effect to increase or decrease the
Make instantaneous -4
Ritual check’s DC.
Concentration -4
Instantaneous: The magic energy comes and goes the
instant the effect takes place, though the consequences Components
might be long lasting. All magic effects that deal damage As outlined before, a magician cannot work magic with
have an instantaneous duration regardless of the scope, as knowledge alone. Magic requires ritual components to
290
141.157.188.166
create a resonance and Component Ritual Damage
trigger the desired effect, Ritual DC Effect
or else it will begin to
Less than 5 Character is fatigued
feed on the practitioner,
6-10 Character suffers 1d6 points of non-lethal damage and is fatigued
which is not an altogether
pleasant experience. 11-15 Character suffers 1d6+2 points of non-lethal damage and is exhausted
16-20 Character suffers 3d6 points of non-lethal damage and is exhausted
Before enacting a ritual, 21-25 Character suffers 1d4 points of key ability damage and is fatigued
the magician must 26-30 Character gains 1 negative level
procure the correct 31+ Character gains 1d4+1 negative levels

THE OCCULT
ingredients. There are
two ways he can go about components as a result of his own personal endeavours,
this. He can either pay for generic but nonetheless useful following rumours and doing his own foraging, mining
components, or he may seek truly wondrous ones. The or hunting, in which case the component has no financial
components the magician chooses must reflect his magic cost; the Games Master determines the bonus awarded
style; an arcane ritualist will purchase dusted gold to trace by judging its quality as well as how closely it adheres
a magical diagram on a slab of marble instead of the exotic to the Laws of Magic and the ritual the character wants
incense and offerings that a faith worker prefers, with to perform. All components are used up after a ritual,
neither of them looking to find the rare herbs or the skulls whether it was successful or not.
of exotic beasts that the animist knows work best for his
style of magic. In an emergency, a character can dispense with components
for a ritual but this has grave consequences for him. At the
Generic components have a Purchase DC equal to one end of a successful ritual performed without components,
third of the Ritual check’s DC. They are spent at the end the magician suffers automatic damage to his mind and
of the ritual. Generic components do not provide any body as the magic feeds from him to power its effects. He
particular modifier. cannot save himself from this damage in any way, nor can
he prevent it, as his connection to the ritual opens a direct
Wondrous components are difficult to put a price to as way for magic to extract the resonance it needs from him.
they vary wildly in nature. The Games Master should Consult the table for the effects depending on the ritual’s
determine the value of any particular component he DC.
introduces to the game or that the players think up,
assigning it a bonus to Ritual checks ranging from +1 to Step 5: Conditions
+5, with a Purchase DC equal to the bonus multiplied by Performing a magic ritual can be a very delicate operation;
5. Then again, the character may acquire such wondrous the slightest mistake can cause a drawback in the casting,
while the direst can sap the magician’s mind and body,
Foci which is why most magicians seek to create the most
A focus is a special component that is not spent, but favourable conditions for their rituals, while keeping a
can be reused. A character may craft his own foci or close watch on unfavourable ones.
purchase and dedicate them. A character can have
many foci, although each particular focus only works Ritual Circles
for one Ritual skill and may not work with all the A magician may gather a circle to help him perform
effects related to that skill. complicated rituals, or even simple ones whose effects
he wishes to broaden. A ritual circle can even include
A focus is useful to perform any ritual that has a people without any occult understanding, so long as they
Ritual check DC equal to the focus’ Purchase DC can follow instructions. Each member of a circle provides
+5. It is, however, limited to effects of a single Ritual a bonus to every Ritual check that he helps the magician
skill such as divination, enticement, necromancy and perform but this bonus varies depending on the circle
so on. The player consults with the Games Master member’s connection to the occult.
regarding what would make a proper focus for the
Ritual skill, such as a silver mirror for divination, Add up the character levels of all combined participants
the mummified remains of a long-dead sorcerer for of each type, apply the bonus by dividing that total by
necromancy or a ruby ring for invocation. the amount indicated in the Ritual Circle Bonuses table
and drop any fractions. Any total of less than 1 does not
A focus does not grant any bonus for sympathetic grant a bonus. Multiclass characters count their various
connections and acts as a reusable set of generic class levels separately. At the Games Master’s discretion,
ingredients, although the magician may add class levels that are not sufficient to generate a bonus level
wondrous components to gain a bonus. Foci cannot on their own may be added to the next lowest type of
be made into conduits. class levels in the circle. For example, a 4th level occultist
(other) does not achieve a bonus on his own but his levels
291
141.157.188.166
Ritual Circle Bonuses The Games Master may rule that the bonus from
Participant Bonus a particular site is only available to occultists who
meet certain prerequisites, such as some places being
…is an occultist (magician), same +1/3 level
particularly attuned to arcane ritualism rather than faith
magic style
working rituals. A Games Master can define the access
…is an occultist (magician), +1/4 level
limits to places of power by class, race, allegiance, magic
different magic style
style or nearly any other criteria. Such limitations not
…is an occultist (other)* +1/5 level only give a certain personality to the place, they also limit
…is not an occultist +1/10 level its usefulness. Places of power from which any occultist
…has 5 or more ranks in the same +2 can draw are likely to be highly prized and sought after,
Ritual skill with most of them already under the control of groups of
THE OCCULT

…has 10 or more ranks in the same +4 casters. Places of power may also only affect certain types
Ritual skill of rituals, such as divination, necromancy and such like.
…has 15 or more ranks in the same +6
Ritual skill Places of power are not always clearly marked on maps
…has 20 or more ranks in the same +8 and many may have been forgotten by history. Psychics
Ritual skill are ideally suited to find places of power, while magicians
*Optional, see the following entries. need to perform divination magic to try to find one. As
nexuses and ley lines resonate with power, they are much
could be applied to the total non-occultist levels. easier to detect than other targets of divination. Psychics
can feel the presence of such sites with the psychic
Should the ritual fail even despite the collective efforts, sensitivity basic power using the DC listed in the table
the leader of the circle suffers the brunt of the backlash below. Other psychic powers as well as divination magic
effect (see below) as normal and the rest of the participants used to locate a place of power have a bonus to their
suffer as if the ritual had failed by one step lower in Psychic Control or Ritual (divination) checks equal to
severity. This means that if a Ritual check fails by 5 or half the bonus the place grants to magic rituals.
less, participants suffer no effect.
Rushing a Ritual
Places of Power The steps of a ritual each have their own pace and
Particular places such as temples, groves, stone circles and placement but a character may attempt to cut corners and
ancient ritual sites become linked with power as magic skip a few of the less essential steps in order to have the
gathers on them through years of witnessing magical effect ready in less time. This puts a greater strain on both
rituals, or because they stand on top of a nexus or a ley the magician and the ritual itself, as the components are
line. For obvious reasons, powerful magicians have already being asked to yield their power more rapidly. The Ritual
claimed most of the nexuses, although there are still check suffers a -2 circumstance penalty per minute that is
several unclaimed in the unexplored parts of the world, cut from each interval between Ritual checks, although
which is one reason why magicians join risky exploration the magician may not reduce the casting time to less than
expeditions. Ley lines are much more numerous and one minute in total.
may be tapped at any point of their length, although a
few roads and tracks built on top of them are restricted, For example: Heshia is in a hurry to complete a ritual
all their power devoted to maintaining a particular magic that would normally take hours. She cuts five minutes
effect or to fuelling advanced transport machinery. from each Ritual check, suffering a -10 penalty, reckoned
as -2 multiplied by 5 minutes. Succeeding by the barest
A particular site has a power rating that ranges from weak of margins, Heshia realises she is making good time and
to overwhelming, offering different bonuses to Ritual can afford to relax her concentration. She decides not to
checks performed on top of them. These bonuses are cut time from the last two checks, which will now take 10
added on top of any generated by other conditions such minutes each but carry no penalty for rushing.
as a ritual circle.

Places of Power
Bonus Bonus Psychic Sensitivity Psychic Sensitivity DC
Power Rating (nexus) (ley line) DC (nexus) (ley line)
Weak +2 +1 15 20
Minor +4 +2 14 18
Moderate +6 +3 13 16
Major +8 +4 12 14
Overwhelming +10 +5 11 12
292
141.157.188.166
Laws of Magic Casting Time
If a character takes pains to conform to the Laws of Magic Performing a ritual takes time, with each complication
with his ritual work, he can find magic performing more adding to the total duration of the ritual. A magic ritual’s
than satisfactorily, making its power more potent and casting time is the amount of time that the character
harder to resist. must spend in tracing diagrams, preparing components,
chanting, reciting mantras, drumming or using whatever
To take advantage of the Law of Sympathy, the magician other methods his particular magic style dictates. More
must procure some piece of material that obeys its tenets, powerful rituals need more time to prepare and perform
in addition to the normal components. An object and rushing things is a bad idea. The total casting time
following the Law of Similarity could be a portrait, a for a magic ritual depends very much on the talents of the

THE OCCULT
lithograph, a photograph, a doll fashioned after a target, magician; they are usually long and drawn-out affairs and
a scale model of a location or some similar item. An may exhaust a practitioner before he even gets halfway
object following the Law of Contiguity would be a piece through the process.
of clothing from a target person, a handful of dirt from a
target place, a mechanical part from a target machine and All magic rituals have a target number equal to their DC
so forth. Objects following the Law of Antipathy must multiplied by 10. When a character makes a Ritual check,
show some opposition to the target of the ritual. Objects he notes his total result if the check succeeds. He makes
conforming to the Law of Sympathy increase an effect’s subsequent checks at the same DC, adding all results
saving throw DC by +2, following which their sympathy together until the sum is equal to the target number.
quotient is used up, although the object is not destroyed. Each Ritual check represents 10 minutes, so the higher
the results he achieves with his checks, the sooner he
The character obeys the Law of Equity by using reaches the ritual’s target number and the less time it takes
components, be they generic or wondrous, as well as foci. to complete the ritual.

A magic effect abides by the Law of Consequence by If the ritual’s total time is over an hour, the character
posing the danger of backlash. must make a Concentration check at DC 10 in addition
to the Ritual check for every 10 minutes over the hour.
The Law of Geasa is hard to implement into a ritual but The Concentration check’s DC increases by +1 with each
clever magicians may learn of oaths taken by their target consecutive successful check. A failed Concentration
and fashion their magic effect to mimic oaths taken, so as check means that the ritual fails because the magician
to force the target to fall victim to the effect. The Games realises he is too tired to continue, cancelling the ritual
Master is the final arbiter of whether an effect follows the on his own without risking backlash. The components
terms of an oath taken by the target and awards a bonus are still lost.
to the effect’s saving throw DC of +1 to +5, depending
on how well the magician integrates his effect with the For example: Heshia wants to perform an invocation ritual
target’s oath. with a DC 16, which thus has a target number of 16 times
10, for a total of 160. Her first Ritual (invocation) check
As all magic has a resonance, other magic may be used to equals 20, a clear success, so her Player writes down this
target it more efficiently. If the magician knows that his number. Heshia has now been performing the ritual for
target is under a magic effect and has already identified 10 minutes. She makes a second check against the same
its aura strength and discipline, he can increase his own DC and succeeds again. She now adds the second result
ritual’s saving throw DC depending on the target effect’s to the first. Heshia makes another check once every 10
aura strength. minutes until her total result is equal to or more than
160.
Target Scope Save DC modifier
Trivial +0 The magician must not interrupt the casting for any
Minor +1 reason. If he is interrupted for more than five minutes
per point of key ability modifier, which is Intelligence
Moderate +1
for arcanists, Wisdom for faith workers and Charisma for
Major +2
animists, then the ritual fails and all previous results go
Extreme +2 to waste.

Step 6: Ritual Checks Backlash


Once all the parameters of the ritual’s effect are set and So long as the magician keeps succeeding at the Ritual
all preparations complete, the character finally starts the checks, he continues to perform the necessary steps
process of making a series of Ritual checks using the towards success. Failure may, however, stem from other
Ritual skill bonus for the appropriate effect. quarters than just a simple interruption. Failing the check
by different amounts has different consequences, see the
Backlash Effects Table on page 294.

293
141.157.188.166
Backlash Effects
Ritual check fails Effect
… by up to 5 points Deduct 5 from check running total.
… by 6-10 points 1d4 damage to key ability, deduct 10 from check running total, Concentration check
(DC 15) or ritual fails.
… by 11 or more points 1d6 damage to key ability, ritual fails.
... and the die shows a 1d6 damage to key ability, gain 1 negative level (DC 12 to remove), ritual fails,
natural 1 character may not perform any magic ritual nor activate any conduit until all ability
damage is healed. There is a 50% chance that the effect backfires and affects the
character negatively.
THE OCCULT

Saving Throws range augmented to long (+4) and a base duration of


Every victim of harmful or detrimental magic has a chance 1 round per level reduced to an instantaneous flash of
to resist its effects. The victim makes a Fortitude saving insight (-4).
throw if the effect would target his body directly, a Reflex
saving throw when the effect has a physical component Espionage
that he could avoid with quick reactions and a Will saving Discipline(s) and Scope: Minor divination
throw if the effect targets his mind and perceptions. The Ritual Check DC: 29
ritual’s saving throw DC is fixed depending on the original Components DC: 9
scope of the ritual. The magician also adds his key ability Subject: Area 5 ft./level
modifier (Intelligence, Wisdom or Charisma) to this Reach: Extreme (1 mile + 1 mile/level)
base number, along with any modifier granted by feats, Duration: 1 minute per level
adherence to the Laws of Magic or other circumstances. Effect: For a few minutes, the character
See the Magic Ritual section for the base DCs. Game Mechanics: A minor divination effect (DC 16)
with a base subject of an area 5 ft. per two levels per side,
Willing targets may forfeit their saving throws, such as augmented to 5 ft. per level per side (+3), with a close
when receiving beneficial magic effects. range augmented to extreme (+6) and a base duration of
1 round per level increased to 1 minute per level (+4). If
Sample Rituals the character only wishes a brief glimpse of the area, he
These are a few examples of the kinds of effects of which a can leave the duration unmodified for a DC of 25, and he
magician can be capable when using ritual magic. may use an object from the area to create a sympathetic
connection for a bonus to the Ritual (divination) check.
Dark Demise
Discipline(s) and Scope: Extreme necromancy Eternal Engine
Ritual Check DC: 26 Discipline(s) and Scope: Trivial invocation (descriptor
Components DC: 8 varies)
Subject: Area 15 ft./level per side Ritual Check DC: 22
Reach: Long (400 ft. + 40 ft./level) Components DC: 7
Duration: Instantaneous Subject: 1 machine
Effect: All creatures inside the area suffer 1d6 points of Reach: Touch
damage per character level from a blast of death energies. Duration: Permanent
Game Mechanics: An extreme necromancy effect (DC Effect: The magician makes an engine he touches have an
28) with a base subject of a 15 feet per level per side area eternal store of fuel, whether it runs on voltaic batteries,
(unmodified) with an extreme range reduced to long (-2) steam power or even fossil fuels. The effect acquires the
and, since it is an effect that deals damage, a base duration appropriate descriptor if using an energy type.
of instantaneous. Game Mechanics: A trivial invocation effect (DC 12)
with a base subject of 1 target (unmodified) with a close
range reduced to touch (-2) and a base duration of 1
Distant Deduction round made permanent (+12).
Discipline(s) and Scope: Trivial divination
Ritual Check DC: 12
Components DC: 4 Etheric Ward
Subject: 1 person Discipline(s) and Scope: Moderate protection,
Reach: Long (400 ft. + 40 ft./level) combined
Duration: Instantaneous Ritual Check DC: 26
Effect: The character is able to discern the profession of Components DC: 8
an observed person with a feat of magical deduction. Subject: Area 5 ft./level per side
Game Mechanics: A trivial divination effect (DC 12) Reach: No reach
with a base subject of 1 target (unmodified) with a close Duration: 2 hours + 1 hour/level
294
141.157.188.166
Effect: The character creates a barrier around him that reach to touch decreases it by -2. The character could alter
no ghost can penetrate either by walking, or by travelling the target so that it only affected a single bowl of soup,
through the Ethereal or even the Astral Plane. If a ghost reducing the DC by -2.
is present at the moment of the ritual’s or conduit’s
activation, it is pushed away to the edge of the effect. Magical Maintenance
Game Mechanics: A multiple effect, the core is a Discipline(s) and Scope: Moderate transformation
moderate protection effect (DC 20) combined with a Ritual Check DC: 12
second moderate effect of the same discipline (+6) with Components DC: 4
a base subject of an area 5 ft./level per side (unmodified), Subject: 1 vehicle
with a medium range to no reach (-6) and a base duration Reach: Touch

THE OCCULT
of 1 minute per level augmented to 1 hour per level (+4) Duration: Instantaneous
and two additional hours (+2). Effect: The character touches a vehicle (or kicks it, as
is more common) and repairs 2d6 points of structure
Flamebane Sphere damage it received.
Discipline(s) and Scope: Minor protection (fire) Game Mechanics: A moderate transformation (DC 20)
Ritual Check DC: 16 with a base subject of 1 target per level reduced to just
Components DC: 5 1 target (-4) and a base medium reach reduced to touch
Subject: 1 target (-4).
Reach: Touch
Duration: 1 minute per level Major Refuelling
Effect: The character can envelop a target he touches Discipline(s) and Scope: Major invocation (electrical)
with a field that absorbs all damage from fire, until it has Ritual Check DC: 14
absorbed 12 hit points per character level, or the duration Components DC: 4
expires. Subject: 1 machine powered by electrical batteries
Game Mechanics: A minor protection effect (DC 16) Reach: Long (400 ft. + 40 ft./level)
with a base subject of 1 target per 2 levels reduced to 1 Duration: Instantaneous
target (-2) with a close range reduced to
touch (-2) and a base duration of 1 round
per level augmented to 1 minute per level
(+4).

Healing Broth
Discipline(s) and Scope: Minor
transformation and trivial invocation
Ritual Check DC: 21
Components DC: 7
Subject: 1 bowl/2 levels
Reach: Touch
Duration: 1 minute per level
Effect: Grant 1 bowl of soup per two
character levels the ability to cure 1d8
points of damage to any who imbibes it.
Game Mechanics: This is a multiple
effect; the core effect is a minor
transformation (DC 16) that grants a
special characteristic to a target. Since
the healing characteristic is the purview of
invocation, the ritual must have multiple
effects. A trivial invocation effect to cure
1d8 points of damage raises the DC by +3
(a trivial effect of a different discipline),
and the character must have at least 5
ranks in Ritual (invocation) to weave
the effect in the transformation. Minor
effects have a base subject of 1 target per
2 levels, a base close reach and a base
duration of 1 round per level, so raising
the duration so that the effect lasts longer
increases the DC by +4, and lowering the
295
141.157.188.166
Effect: The character points at a machine within range reach (-8) and a base duration of 10 minutes per level, also
and replenishes 12d6 electrical charges to its batteries. ignored by the particular effect.
Game Mechanics: A major invocation effect (DC 24)
with a base subject of 2 targets per level reduced to just Pat on the Shoulder
1 target (-6) with a base long range (unmodified) and Discipline(s) and Scope: Minor enticement (language-
a base duration of 10 minutes per level reduced to an dependent, mind-affecting)
instantaneous refuelling (-4). Ritual Check DC: 18
Components DC: 6
Mummified Servitor Subject: 1 target/2 levels
Discipline(s) and Scope: Major necromancy, combined Reach: Close (25 ft. + 5 ft./2 levels)
THE OCCULT

Ritual Check DC: 24 Duration: 1 minute/level


Components DC: 8 Effect: The character walks amongst a staff of assistants,
Subject: 1 corpse giving a speech that praises their hard work and granting
Reach: No reach them a +2 morale bonus to their Craft checks. The staff
Duration: Permanent must understand the language the character speaks.
Effect: Animates a corpse inside the ritual’s diagram into Game Mechanics: A minor enticement effect (DC 16)
a mummy that automatically obeys its creator. with a base subject of 1 target per 2 levels (unmodified)
Game Mechanics: A combined necromancy effect, this with a close reach (unmodified) and a base duration of
has a core major necromancy effect (DC 24) and also a 1 round per level augmented to 1 minute per level (+4).
major necromancy secondary effect (+8). It normally The effect is language-dependent (-2).
has a base subject of 2 targets per level, but the particular
effect ignores this. It has a base long reach reduced to no

Using OGL Spells


Many fantasy Open Game Licence products use an individual spell system for their magic-using characters, divided
into nine levels of powers. Players and Games Masters can adapt the spells from those products into OGL Steampunk
rituals easily with the following guidelines:

Caster Level: Treat as character level. If the spell Level: Convert into scope as indicated in the following
description specifies that this only acts upon levels of a table. There are no limitations on what character class
magic-using class, consider it to be occultist levels. can perform which ritual in OGL Steampunk, but if the
Spell Name: Use it as the name for the ritual. Games Master wants to impose limitations, the bard,
School (type): Adapt the spell’s school and type into wizard and sorcerer classes are arcane ritualists, the cleric
their corresponding disciplines and sub-disciplines as and paladin classes are faith workers and the druid and
follows; ranger classes are animists.

School/type Discipline Spell level Scope Ritual Check DC


Abjuration Protection 0-1st Trivial 12
Conjuration (types Invocation 2nd-3rd Minor 16
unchanged) 4th-5th Moderate 20
Divination Divination 6th-7th Major 24
Enchantment Enticement 8th-9th Extreme 28
Charm Charm
Compulsion Manipulation Components: Ignore these and use the components’ and
Evocation Invocation exotic components’ Purchase DC.
Illusion Enticement Casting Time: Ignore this and use the ritual’s formula to
Figment Fabrication calculate casting time in both ritual and conduit versions.
Range: Leave unchanged; this is equivalent to the reach,
Glamer Fabrication
but consider the parameters to be already adjusted for the
Pattern Pattern
Ritual check’s DC from the spell level phase.
Phantasm Manipulation
Target, Effect, Area: Leave unchanged as above; this is
Shadow None equivalent to the subject.
Necromancy Necromancy Duration: Leave unchanged as above.
Transmutation Transformation Saving Throw: Use only the pointed on which kind of
save it is, otherwise, all rituals allow saving throws.
Descriptor: Unchanged, convert alignment descriptors Spell Resistance: Ignore this; creatures gain a Magic
into allegiance. Resistance score instead and it always applies.

296
141.157.188.166
Projection of Self or marks the item with the diagrams and symbols that the
Discipline(s) and Scope: Major enticement (mind- conduit needs to store and channel magical effects. The
affecting) character determines the maximum power capacity of his
Ritual Check DC: 23 conduit, which is the highest scope of an effect that the
Components DC: 7 item can store. Trivial conduits cannot store minor effects
Subject: 5 ft. and above; extreme conduits can store any effect.
Reach: Extreme (1 mile + 1 mile/level)
Duration: 30 minutes + 10 minutes/level In order to craft a conduit of adequate power, a character
Effect: The character creates an illusory double of himself must be of a minimum character level and spend a
to confuse enemies, lead others into unsafe areas, or number of experience points upon creating the conduit,

THE OCCULT
generally draw trouble away from the caster. as indicated on the table below.
Game Mechanics: A major enticement effect (DC 24)
with a base subject of 10 feet per level per side reduced to Conduit Creation
5 feet (-6) with a long reach augmented to extreme (+2) Experience Minimum
and a base duration of 10 minutes per level increased by Power Points Character Level
30 additional minutes (+3). Trivial 200 1st
Minor 600 3rd
Conduits Moderate
Major
1,200
1,800
6th
9th
Performing rituals requires time and preparation, which
are not always readily available to characters wishing to Extreme 2,400 12th
enact them. However, just as technology gives science a
While the conduit is bound to the magician, the reverse
way to manifest in the hands of users, magic also has tools
is not true. A character will not suffer any ill effect from
available so that practitioners can manifest their power
the loss or destruction of a conduit save being deprived
freely. Conduits are specially prepared items that store the
of a handy tool for working magic. A character can have
power and effect of a ritual so that its creator can manifest
more than one conduit at any time, enchant them with
it at will, without the need for costly components.
different effects and carry them around, although this has
its dangers; see below in Activating a Conduit.
Despite what many dabblers in the occult affirm, an item’s
cost and quality bear little relevance to their adequacy as
conduits; what is important is that a practitioner of the Enchanting a Conduit
magic arts devotes part of his very being to the crafting of Enchanting magical effects into conduits has the same
his tool. The character can make almost anything into a process as any magical ritual, except that the conduit
conduit. This reflects his personality as well as his style of stands at the centre of the ritual’s circle and the effect does
magic. The arcane ritualist’s most common choice is the not manifest as normal at the ritual’s end. Instead, it is
staff or cane topped with a motif evocative of the occult, channelled into the conduit, which is why certain effects
such as a crystal sphere or a dragon’s head. Faith workers are designed with touch, close, medium and sometimes
invariably use the symbols of their worship as conduits, long reaches, as they are meant to be used from conduits,
while animists prefer to use quaint tools that would please not from the character’s ritual circle.
the spirits they hear.
Once enchanted into a conduit, a magic effect’s parameters
Regardless of its form, it is hard to disguise a conduit as are set; upon activation, the magician may choose a
something other than a channel for magic energies, for it subject that is valid for the effect (an effect designed to
is covered by magical markings and exudes a faint aura of affect machines will not affect plants, for example) but he
power, recognisable by any psychic power or divination cannot change the reach or duration, much less the scope.
effect. It also becomes enveloped in oddly coloured The Ritual Check DC for the effect in the conduit is the
heatless flame when it is actively manifesting a power same for the original ritual.
stored therein.
Any character can enchant a maximum number of effects
Creating a Conduit into a conduit equal to one-fourth of its character level,
rounded up. Characters from the occultist (magician)
To create a conduit, a character must first select its physical
class add their key ability modifier (Intelligence, Wisdom
form. It can be anything from a piece of jewellery to a
or Charisma) to this limit and their ability to maintain
working tool or even a weapon, although it is sometimes
effects inside a conduit grows much faster than that of
unwise to make weapons into conduits, as the magician
ordinary characters who dabble in the magic arts.
might be separated from his tool in places where bearing
arms is prohibited.
The character can remove an effect from the conduit
simply by willing it and replace it with another effect by
The ritual to consecrate a conduit is very simple and takes
performing the corresponding ritual.
only 10 minutes, during which the character carves, paints
297
141.157.188.166
Activating a Conduit If the character is distracted during the conduit’s activation,
he must roll a Concentration check; see the Concentration
The real benefit of crafting conduits is apparent when it is
skill description on pg. 74 for DCs. Failure indicates that
time to use them. To activate an effect enchanted inside
he loses his mental focus and cannot activate the conduit
a conduit, the character simply grasps it and concentrates,
correctly, losing all accumulated activation check results.
calling the effect forth.
The character does not need any components other than
The character makes an activation check, which is 1d20
the conduit itself, as the ritual that enchants the effect
plus the character’s level, with a target number equal to
into the conduit has already provided the necessary
the effect’s Ritual Check DC. Again, dedicated magicians
components. The character can still benefit from using
are better at using conduits and characters from the
materials with a sympathy resonance, from activating the
THE OCCULT

occultist (magician) class add their key ability modifier


conduit atop a nexus or ley line, or from other conditions
(Intelligence, Wisdom or Charisma) to this check.
that provide bonuses to the Ritual check, rather than
Activating a conduit entails speaking the ritual’s basic
modifying its Difficulty Class.
incantations and tracing the ritual’s symbols in the air
with the conduit or a part thereof, so a muted, gagged or
The desired effect takes place as it was enchanted by
immobilised character cannot activate a conduit.
the ritual, with its effect, subject, reach and duration
unchanged, although some metamagic feats may help
The activation check takes a standard action. If the check
the character alter the effect’s parameters upon activation,
result does not equal the effect’s Ritual Check DC, it is
without changing the original effect stored in the
not considered a failure; the character makes consecutive
conduit.
activation checks on the following rounds, adding the
result to the ones from previous attempts until the sum
Only the conduit’s creator can activate it, as it is his
equals or exceeds the effect’s Ritual Check DC, at which
own power and knowledge as a magician that becomes
moment the conduit activates and unleashes the effect.
intertwined with the vessel at the moment of creating
and enchanting the conduit. For any other character, the
Rolling a 1 in any of the checks causes an automatic
conduit is nothing more than a mundane item; beautiful,
failure of the activation and the character must make a
perhaps, but still useless.
Fortitude saving throw at DC 15 or suffer 1d6 points of
non-lethal damage.

Pain raced along her side as the slashing impact of an orc’s sword cut through her armour and into her flesh. It was a
shallow wound but she knew it would bleed profusely. Her mental powers were still in effect; she could already feel her
vessels closing off, limiting the loss of blood from the injury. She answered with a slash of her own, Jerrek’s dropped
sword serving her well as she took her attacker’s tusked jaw clean off with a powerful double-handed stroke. It died in
twitching agony as she tried to scramble back into cover.

Nearby, she could see Jerrek fighting over Thurdin’s fallen form. The dwarf was still alive but he was prone in a pool
of crimson. She had seen the shot that dropped him and if she could reach him quickly, she might be able to save
him. Otherwise, he would bleed out from the wound in his gut. Had the shot been higher, the tough old dwarf
would already be dead. Jerrek was faring little better but his endurance was serving him well again. Bleeding from a
dozen cuts and gunshot wounds, the human was still fighting, refusing to go down. Her eyes lingered on his grim and
determined face, admiring him more with each passing moment.

It was almost a moment too long. An orc slammed into her side, knocking her down to the broken stone at its heavy
iron-booted feet. ‘You die now, elf!’ it grunted in a broken mockery of Elvish. She spat up into its twisted face and
pulled both her guns at the same time. Her fingers squeezed the triggers and the pistol’s hammers fell in unison,
clicking loudly as they slammed into empty chambers.

The orc snorted in derision. ‘Your guns are empty, just like your skull!’ It pulled back its iron shard-studded war club
to bring down on her head but the blow never landed. Just as the orc started to swing, a pulse of burning light leapt
out of both pistols and ripped through its chest. Firing her guns when they were unloaded had activated the magic she
had placed in them a long time ago. Magic-workers called the process ‘enchanting a conduit’. Right now, she called
it ‘last ditch life saver’.

As the dead orc fell, its torso still blazing from the twin rays of fire that had burned through it, Heshia was already on
her feet and diving behind the overturned column Jerrek was using for cover. She rushed to Thurdin’s side and put a
hand on his chest but his heartbeat was too faint for her to feel.

The dwarf looked up at her, blood trickling from the corners of his mouth. ‘You did good, lass, getting me here in one
piece, but I think this is where I check out. It was a glorious… fight…’

298
141.157.188.166
‘Hells, no!’ she shouted and poured as much healing magic as she could muster into his body. ‘You are not dying on
me, you insufferable bastard! We need you!’ The power flared along her hands and flooded like a heavy torrent into
his chest wound but she could tell there was nothing for it to do. It could not heal him fast enough. The dwarf was
slipping away.

Thurdin glanced to Jerrek, who was still fighting to hold back the flood of green around the column. ‘It’s okay, elf.
We… we worked it all out. You keep him safe, you… hear? He’s a good… good lad.’ Then Thurdin’s eyes closed and
the light around Heshia’s hands faded. There was no life to sustain within him. The dwarf ’s soul was free from the
pain of this world.

THE OCCULT
Then she saw Jerrek fall and whirled around to see Gearbolt standing over him with blood on its metal fist.

‘What…’ she began, uncomprehending, as the cog turned from Jerrek to her. She tried to bring up an arm to ward off
its next blow but she was too tired to react in time. A pulse of electricity shot through her and drove her into the pitch
black of unconsciousness.

‘No,’ she whispered, as darkness fell all around.

She dimly regained consciousness several times, each time lapsing back into the shadows after a few moments. She
could feel her body being dragged somewhere. The darkest parts of her mind imagined that the orcs had gotten ahold
of her and were taking her to the kitchens for their nightly feast. She knew from past experience that the bestial race
enjoyed dining on elf flesh when they could get it, having rescued several of her people from their larders in the past.
The bitter irony of becoming a meal herself turned her stomach almost as much as Gearbolt’s betrayal.

She only regretted not having had the chance to tear the metal man’s head off herself before dying. She had never trusted
cogs, as the humans and gnomes called them. The steel clad bastard had obviously decided to turn on them because the
odds were in the orcs’ favour. That was the problem with creatures of logic; how could they fail to act logically? The
battle was all but lost, so the automaton must have decided to try and switch sides to preserve its own existence.

So, she and Jerrek must be gifts for the orcs, then, to prove the cog’s loyalty. The mission was over. If she ever regained
consciousness, it would be to watch the orcs kill her slowly. She felt an ache in her heart for Jerrek; the human had
deserved better than this. She wished she could see him just one more time, just long enough to tell him what she
felt. She had buried so much for so long, she hoped she would at least get to tell Jerrek the wonder he had achieved.
They might have failed in their mission to destroy the factory but the human had accomplished something so much
less possible.

The world lurched around her but she was not sure if she was asleep, awake, or perhaps already dead. A pain flashed
through her back, but it did not hurt for long. Everything was dark again and her limbs were turning cold. Perhaps this
was death after all; an oblivion that would soon claim her senses and let her drift into a blissful void…

A year ago, she would have welcomed it. She had been a wanderer then, with nothing but vengeance to live for and
nothing more important than the hunt keeping her going. She would not have fought very hard to survive back then
but no matter how severe the risks she had taken, she had always come back from them alive. Now she had something
to live for, someone to be with, and she did not want to let that go.

Damn it! Was this all there was to life? Just a brief flash of pain, followed by the echoes of cruel gods’ laughter at the
final joke of your demise? Well, frag that! Heshia was not content to let that be the end of everything. If she was fated
to end up on an orc’s dinner plate, she would choke him on the way down. This was not over! Not by a long shot!

Then a clap of thunder somewhere nearby deafened her and the darkness grew darker still. Anger faded in the face
of deeper unconsciousness. Heshia wanted to live but life would have to wait. Sleep came now, deep, forceful, and
impossible to deny.

It was a long time before Heshia regained consciousness. When she did, she was lying face up on the stone landing of
the sewer passage from before. Above her, there was a dimly lit hole leading into darkness. She was covered with a thick
cloak and a bedroll was tucked under her head.

Sitting up cautiously, she felt her body rebel against the action but she forced herself to do it anyway. Her wounds had
been bound, though it was not a very careful job. Still, the wrapping had probably kept her from bleeding to death, so
she really could not complain.

Though Heshia was alone in the hole, she could hear something moving above her in the factory chamber. She knew
it would not be easy but she had to stand. Grabbing the nearby ladder rung, Heshia lifted herself up off the ground

299
141.157.188.166
and stood there for a while regaining her strength. Once she knew her legs would support her, she started climbing the
passage cautiously.

Heshia was not sure what she expected to find when she cleared the entrance to the tunnel but she was certainly not
prepared for the sight that awaited her. Jerrek was there, covered in crudely applied bandages of his own, standing next
to a pile of twisted metal parts. Past him, the entire centre of the chamber was filled with rock and rubble. The support
column was gone, blasted into a thousand pieces and buried under the rubble of what she assumed to be the factory
from above their heads. It was over. Somehow, Jerrek had managed to succeed in their mission.

Then her vision cleared a little more and she saw what the junk at Jerrek’s feet was. The broken pile was unmistakable;
Gearbolt’s chassis and head and several pieces of its limbs were lying there, covered in burn marks and battered nearly
THE OCCULT

beyond recognition. She was elated that Jerrek had gotten revenge for them both. Still, something did not feel right
about all this.

‘You’re awake,’ Jerrek’s weary voice filled what was left of the chamber. As he spoke, an almost invisible, obviously
exhausted Gailion drifted close, carrying another piece of the cog to add to the pile. ‘I… I was afraid you wouldn’t
make it. I am sorry if I didn’t do a very good job with your wounds.’ There was so little emotion in Jerrek’s voice that
it sent a chill down Heshia’s spine.

‘What happened here?’ she asked quietly. ‘Jerrek, what is going on?’

The human sat down. He was pale from blood loss and trembling slightly from fatigue. ‘When Gearbolt hit me, he
only stunned me. I wasn’t unconscious when he dragged us into the hole. I…’ Jerrek’s voice trailed off for a moment as
Gailion brought another piece of the automaton from somewhere deep in the ruined cavern. ‘It took me a few seconds
to come to my senses and climb back up. When I did, I saw the cog with the bomb attached to him. When Thurdin
fixed him that last time,’ Jerrek’s voice dropped to an almost inaudible whisper, ‘they must have rigged the bomb to use
him as a power boost or something.’

Heshia bitterly choked back a sob. She took back all the horrible things she had thought, the curses she had flung at
the metal man. It… he had not been a traitor after all, but a martyr. Gearbolt had given his life, mechanical though
he might have been, to save them both and Thurdin had been part of the plan. Bless them. Bless them both.

‘I couldn’t move to stop him. Someone held me back.’ Jerrek’s glance shifted to Gailion, who avoided his look and
headed back into the shattered cave to search mutely for more parts. ‘I watched Gearbolt walk through a rain of fire.
I… I watched him get ripped apart plate by plate but he kept going. He walked up to the column and blew up. The
force threw me back into the hole. I… I think I landed on you.’ Then, almost incredulously, Jerrek said, ‘Sorry about
that.’

Heshia came up out of the sewer passage and sat down next to her human. ‘Don’t be. I am just glad you are alive.
We, I mean. I am glad we are alive.’ She slipped her hand into his, alarmed at how cold it felt but glad to feel it close
around hers. ‘They sacrificed themselves for us, Jerrek. We owe it to their memory to live through this now. Do you
have a plan for getting us out of here?’

Jerrek turned to the beautiful elven woman, his eyes heavy with the soul-weariness of his wounds and the trauma of the
day. ‘No, I don’t. I’m sorry…’

She slipped her arm around his shoulders. ‘Don’t be, Jerrek. You are exhausted. We both are. I am sure we’ll find a way
out. You will. You will find a way out of here. I believe in you.’ In her heart, no truer words could be spoken. That
was it. She could feel again, and this human had, without meaning to, restored her faith in life. She wanted to shout
for joy, but the utter sorrow on Jerrek’s face brought her back down. As Gailion approached empty-handed, she asked
her human softly, ‘What is troubling you, Jerrek? Why are you so shadowed?’

Jerrek shook his head. ‘They died for us, Heshia.’ He looked up at Gailion, obviously seeing his friend’s ghost as
another sacrifice for his own safety. ‘Not for the mission, for us. How… how can we even begin to honour them all
for something like that?’

Heshia leaned forward and kissed him . This one was much softer, but it held infinitely more promise than the last
time their lips had touched. ‘By naming our children after them, of course. Do you think Gearbolt is a better name
for a girl or a boy?’

The entire chamber echoed with the ghostly laughter of a spectral lion as Jerrek, finally suffering one shock too many,
passed out cold…

300
141.157.188.166
Index
a Bottled Lightning 224
Breath Weapon 213
Brew Potion 118
d
Abilities 7 Broad Psychic Attention 106 Damage 172
Generating Ability Scores 7 Build Structures 119 Damage Reduction 214
Ability Modifiers 8 Build Vehicles 119 Darkness and Light 202
Ability Checks 70 Darkvision 215
Ability Score Loss 212 Dead Aim 106

INDEX
Acid 200 Decipher Script 80
Acquiring Skill Ranks 69 Defence Value 171
Acquiring Speciality Ranks 69 Deficiencies 254
Carrying Capacity 200
Actions 166 Derived Values 258
Challenges 170
Actions in Combat 174 Designing a Trap 197
Challenge Rating (CR) 170
Action Points 31 Diehard 106
Character Creation Summary 7
Action Types 167 Difficulty Class 69
Charm and Compulsion 213
Adapting Items 261 Diplomacy 80
Checks without Rolls 71
Adventurer 32 Disable Device 81
Clairsentience 116
Adventurer Vocations 34 Disease 202
Class and Level Bonuses 28
Adventuring 200 Disease and Poison 215
Class Features 30
Adventuring Gear 154 Disguise 81
Feats 31
Agile Riposte 105 Divination Talent 116
Talents and Traits 30
Aiding Another 71 Dodge 107
Cleave 106
Allegiance 25 Dominion Tree 123
Climb 74
Allegiances and Influence 26 Drive 82
Clothing 158
Pledging Allegiance 25 Drive-By Attack 107
Cold and Fire Immunity 214
Alternate Form Tree 122 Dwarven Heritage Tree 124
Combat 170
Amazing Health Tree 123
Combat Concentration 106
Amazing Machines 227
Amazing Machine
Construction Concepts 229
Combat Expertise 106
Combat Modifiers 177
Composition of the World, The 225
e
Animal Senses Tree 123 Eclectic 107
Concentration 75
An Example of Amazing Ectoplasm 272
Conditions 210
Machine Construction 231 Ectoplasmic Secretion 116
Conduits 297
Armour and Protection 150 Electricity 202
Activating a Conduit 298
Armour Descriptions 151 Elements of a Trap 194
Creating a Conduit 297
Armour for Unusual Creatures 153 Elusive Target 107
Enchanting a Conduit 297
Armour Proficiency (Heavy) 106 Elvish Heritage Tree 124
Construction Begins! 258
Armour Proficiency (Light) 106 Empower Effect 116
Cost and Occult Items 119
Armour Proficiency (Medium) 106 Encounters 170
Cost Calculations 258
Astral and Ethereal Planes, the 263 Encounter Level (EL) 170
Craft 75
Attack an Object 185 Endurance 107
Craft (chemical) 76
Attack Roll 171 Energy Drain and
Craft (expression) 78
Automata 231 Negative Levels 215
Craft (mechanical) 77
Awarding Experience Points 221 Enlarge Effect 116
Craft (structural) 77
Craft Automata 119 Entertainment and Leisure 163
Enticement Talent 116
b Craft Conduit 119
Craft Equipment 120
Craft Magic Arms and Armour 120
Equipment 232
Escape Artist 82
Background Points 10 Craft Personal Weapons 120 Etherealness 215
Balance 72 Craft Vehicle and Exchange Rates 135
Base Attack Bonus 29 Artillery Weapons 121 Exotic Weapon Proficiency 108
Base Attributes and Options 231 Craft Wondrous Item 121 Experience and Other Rewards 221
Base Saving Throw Bonuses 29 Explosives and Splash Weapons 148
Blind-Fight 106 Extend Effect 116
Blindsight and Blindsense 213
Bluff 73
301
141.157.188.166
f i m
Falling 202 Improved Critical 109 Machine Descriptions 227
Falling Objects 203 Improved Disarm 109 Magic 277
Fame and Infamy 31 Improved Feint 109 Magic Conduits in Combat 176
Far Shot 108 Improved Grapple 109 Magic Focus 111
Fast Healing 216 Improved Initiative 110 Magic Penetration 111
Favourable and Improved Knockout Punch 110 Magic Resistance 218
Unfavourable Conditions 70 Improved Overrun 110 Magic Ritual, The 281
Fear 216 Improved Precise Shot 110 Magic Style 278
Feral Instinct Tree 125 Improved Sunder 110 Magic Style and Key Ability 278
Feral Soul Tree 126 Improved Trip 110 Malfunction 135
INDEX

Foci 291 Improved Turning 110 Martial Weapon Proficiency 111


Food and Lodging 160 Improved Two-Weapon Fighting 110 Mastercraft Armour 153
Forgery 83 Improved Unarmed Strike 110 Mastercraft Weapons 139
Forge Ring 121 Improvised Weapons 138 Master Artisan 111
Fortune Tree 126 Incorporeality 216 Materials 237
Framework Tree 127 Industry and Engineering 223 Maximise Effect 116
Free Actions 169 Initiative 173 Melee and Ranged Weapons 136
Full-Round Actions 169 Injury and Death 186 Mesmerism 117
Injury and Recovery 186 Miscellaneous Actions 169
Intimidate 88 Modifier Types and Stacking 71
g Investigate 88
Investigator 42
Mounted Combat 111
Mounted Firing 111
Gaining a Base Power 264 Investigator Vocations 44 Mounts and Related Gear 161
Gaining Derived Powers 264 Invisibility 217 Movement 204
Gamble 84 Iron Will 110 Move Actions 168
Gaseous Form 216 Move Silently 93
Gather Information 85 Multiclass Characters 66
Genius 37
Genius Vocations 39
j Adding a Second Class 66
Multiple Effects 287
Getting Into and Out of Armour 153 Journeyman 47 Musket Firearms Proficiency 111
Ghostly Terror Tree 128 Journeyman Vocations 49 Mysteries of the Mind, The 226
Ghost Corporeality Tree 127
Greater Magic Focus 108
Greater Magic Penetration 108
Greater Psychic Focus 108 k n
Greater Two-Weapon Fighting 108 Knockout Punch 110 Natural Weaponry Tree 128
Greater Weapon Focus 108 Knowledge 90 Navigate 93
Greater Weapon Specialisation 108 Necromancy Talent 117
Great Cleave 108 Noble 61
Great Fortitude 108
Grenades and Explosives 184 l Noble Vocations 63
Non-Abilities 219
Language 91

h Language Groups 91
Laws of Magic, The 279
Level-Dependent Benefits 30
o
Handle Animal 85 Level Loss 218 Occultist 51
Healing 187 Light, One-Handed, and Occultist Vocations 53
Health and Sanitation 225 Two-Handed Melee Weapons 137 On the Creation of Non-Human
Heat and Cold 203 Lightning Reflexes 111 Races 230
Hide 87 Listen 92 Opposed (Contested) Checks 70
Hit Die 28 Losing Wealth 134 Origin of Man (and Others), The 225
Hit Points 173 Low-Light Vision 218
Low Profile 111

302
141.157.188.166
p Ride-By Attack 113
Ritual 98
Ritual Check, The 281
Toughness 113
Track 114
Traits 122
Perform 94 Run 113 Trample 114
Personal Background Tree 128 Transformation Talent 118
Personal Quality Feats 105 Transportation and
Personal Weapons 233
Pilot 94
Pistol Firearms Proficiency 111
s Communication 161
Traps 194
Sample Traps 198 Treat Injury 101
Point Blank Shot 112 Trying Again 70
Saving Throws 173
Poison 207 Tumble 102
Scent 220
Powers of the Mind 264 Turn Resistance 221
Scoundrel 57

INDEX
Power Attack 112 Two-Weapon Defence 115
Scoundrel Vocations 59
Power Sources 238 Two-Weapon Fighting 115
Search 98
Precise Shot 112 Types of Feats 104
Selling Items or Information 134
Principles of Science 223
Sense Motive 99
Prodigy Tree 129
Services 163
Profession 95
Professional Equipment 156
Protection Talent 117
Shield Proficiency 113
Shot on the Run 113
u
Silent Effect 117 Unique Items 164
Psychic Control 95
Simple, Martial, and Exotic Weapons Universe, The 226
Psychic Focus 112
136 Untrained Skill Checks 70
Psychic Healing 117
Simple Weapons Proficiency 113 Unusual Combat Situations 186
Psychic Phenomena 263
Skill Checks and Automatic Rolls 69 Upgrade Tree 131
Psychic Powers 266
Skill Focus 113 Use Amazing Device 115
Psychic Sensitivity 117
Skill Synergy 71 Use Rope 103
Psychokinesis 117
Skip Shot 113 Using an Amazing Machine 261
Purchasing Equipment 132
Sleight of Hand 99 Using Powers 265
Smoke 208 Using Skills 68

q Social Ties Tree 130


Spark of Genius Tree 129

Quicken Effect 117


Quick Draw 112
Special Abilities 212
Special Attacks 180 v
Special Features 241 Vehicles 162, 235
Special Initiative Actions 179 Vehicle and Artillery Weapons 236
Special Substances and Items 155
r Speed 173
Spot 99
Vehicle Combat 191
Vehicle Dodge 115
Vehicle Movement 188
Races 11 Spring Attack 113 Vehicle Rules 187
C.o.G.S (Creations of Standard Actions 168 Vital Statistics 26
Generated Sentience) 15 Starting Feats 28
Dwarves 17 Starvation and Thirst 209
Elves 18
Ghosts 22
Gnomes 20
Still Effect 118
Strangulation 209
Streetfighting 113
w
Water Dangers 209
Humans 11 Suffocation and Drowning 209 Wealth Bonus 132
Hybrids 12 Supernatural Gift Tree 130 Wealth Bonus of +0 134
Vampires 23 Surgery 113 Wealth Check, The 132
Rapid Reload 112 Surprise 174 Wealth System, The 132
Rapid Shot 112 Survival 100 Weapons 136
Rays 220 Swim 101 Weapon Descriptions 139
Regaining Wealth 134
Weapon Finesse 115
Regeneration 220
Renown 113
Repair 95 t Weapon Focus 115
Weapon Qualities 138
Weapon Size 138
Reputation 31 Telepathy 118 Weapon Specialisation 115
Using the Reputation Bonus 32 The Sight 118 Whirlwind Attack 115
Research 97 Three-Dimensional Movement 206 Windfall 115
Resistance To Energy 220 Time and Skill Checks 71 Working Magic 278
Ride 97 Tools 71
303
141.157.188.166
OPEN GAME LICENSE Version 1.0a Your original creation and/or You have sufficient
The following text is the property of Wizards of the rights to grant the rights conveyed by this License.
Coast, Inc. and is Copyright 2000 Wizards of the 6.Notice of License Copyright: You must update the
Coast, Inc (‘Wizards’). All Rights Reserved. COPYRIGHT NOTICE portion of this License to
1. Definitions: (a)’Contributors’ means the copyright include the exact text of the COPYRIGHT NOTICE
and/or trademark owners who have contributed of any Open Game Content You are copying,
Open Game Content; (b)’Derivative Material’ means modifying or distributing, and You must add the title,
copyrighted material including derivative works the copyright date, and the copyright holder’s name
and translations (including into other computer to the COPYRIGHT NOTICE of any original Open
languages), potation, modification, correction, Game Content you Distribute.
addition, extension, upgrade, improvement, 7. Use of Product Identity: You agree not to Use
compilation, abridgment or other form in which an any Product Identity, including as an indication as
existing work may be recast, transformed or adapted; to compatibility, except as expressly licensed in
(c) ‘Distribute’ means to reproduce, license, rent, another, independent Agreement with the owner of
LICENSE

lease, sell, broadcast, publicly display, transmit each element of that Product Identity. You agree not
or otherwise distribute; (d)’Open Game Content’ to indicate compatibility or co-adaptability with any
means the game mechanic and includes the methods, Trademark or Registered Trademark in conjunction
procedures, processes and routines to the extent such with a work containing Open Game Content except as
content does not embody the Product Identity and is expressly licensed in another, independent Agreement
an enhancement over the prior art and any additional with the owner of such Trademark or Registered
content clearly identified as Open Game Content by Trademark. The use of any Product Identity in Open
the Contributor, and means any work covered by Game Content does not constitute a challenge to the
this License, including translations and derivative ownership of that Product Identity. The owner of any
works under copyright law, but specifically excludes Product Identity used in Open Game Content shall
Product Identity. (e) ‘Product Identity’ means product retain all rights, title and interest in and to that Product
and product line names, logos and identifying marks Identity.
including trade dress; artifacts; creatures characters; 8. Identification: If you distribute Open Game Content
stories, storylines, plots, thematic elements, dialogue, You must clearly indicate which portions of the work
incidents, language, artwork, symbols, designs, that you are distributing are Open Game Content.
depictions, likenesses, formats, poses, concepts, 9. Updating the License: Wizards or its designated
themes and graphic, photographic and other visual Agents may publish updated versions of this License.
or audio representations; names and descriptions of You may use any authorised version of this License
characters, spells, enchantments, personalities, teams, to copy, modify and distribute any Open Game
personas, likenesses and special abilities; places, Content originally distributed under any version of
locations, environments, creatures, equipment, this License.
magical or supernatural abilities or effects, logos, 10. Copy of this License: You MUST include a copy
symbols, or graphic designs; and any other trademark of this License with every copy of the Open Game
or registered trademark clearly identified as Product Content You Distribute.
identity by the owner of the Product Identity, and 11. Use of Contributor Credits: You may not market or
which specifically excludes the Open Game Content; advertise the Open Game Content using the name of
(f) ‘Trademark’ means the logos, names, mark, any Contributor unless You have written permission
sign, motto, designs that are used by a Contributor from the Contributor to do so.
to identify itself or its products or the associated 12. Inability to Comply: If it is impossible for You
products contributed to the Open Game License by to comply with any of the terms of this License with
the Contributor (g) ‘Use’, ‘Used’ or ‘Using’ means to respect to some or all of the Open Game Content due
use, Distribute, copy, edit, format, modify, translate to statute, judicial order, or governmental regulation
and otherwise create Derivative Material of Open then You may not Use any Open Game Material so
Game Content. (h) ‘You’ or ‘Your’ means the licensee affected.
in terms of this agreement. 13. Termination: This License will terminate
2. The License: This License applies to any Open automatically if You fail to comply with all terms
Game Content that contains a notice indicating that herein and fail to cure such breach within 30 days of
the Open Game Content may only be Used under becoming aware of the breach. All sublicenses shall
and in terms of this License. You must affix such survive the termination of this License.
a notice to any Open Game Content that you Use. 14. Reformation: If any provision of this License
No terms may be added to or subtracted from this is held to be unenforceable, such provision shall
License except as described by the License itself. No be reformed only to the extent necessary to make it
other terms or conditions may be applied to any Open enforceable.
Game Content distributed using this License. 15. COPYRIGHT NOTICE
3.Offer and Acceptance: By Using the Open Game Open Game License v 1.0a Copyright 2000, Wizards
Content You indicate Your acceptance of the terms of of the Coast, Inc.
this License. Modern System Reference Document Copyright
4. Grant and Consideration: In consideration for 2002, Wizards of the Coast, Inc.; Authors Bill
agreeing to use this License, the Contributors grant Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan,
You a perpetual, worldwide, royalty-free, non- based on material by Jonathan Tweet, Monte Cook,
exclusive license with the exact terms of this License Skip Williams, Richard Baker, Peter Adkison, Bruce
to Use, the Open Game Content. R. Cordell, John Tynes, Andy Collins, and JD Wiker.
5.Representation of Authority to Contribute: If You OGL Steampunk is Copyright 2004, Mongoose
are contributing original material as Open Game Publishing Limited.
Content, You represent that Your Contributions are

304
141.157.188.166
141.157.188.166

You might also like